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b/sphinx/po/fi/LC_MESSAGES/about/complying_with_licenses.po deleted file mode 100644 index 77ad670248..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/complying_with_licenses.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_. 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 " -"`." -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`" -msgstr "" - -msgid "For third-party components used by the engine:" -msgstr "" - -msgid ":ref:`Engine.get_license_info`" -msgstr "" - -msgid "" -":ref:`Engine.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`" -msgstr "" - -msgid ":ref:`Engine.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() " -"` 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 `_. 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 `_ 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 © The FreeType Project (www." -"freetype.org). All rights reserved." -msgstr "" - -msgid "" -" 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 `_ 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 " -"`_. 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 `, you don't need to list the " -"disabled modules' licenses in your exported project." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po deleted file mode 100644 index 6d5b3d1e2d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/docs_changelog.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `. 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 `." - -#, 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 `" -msgstr ":ref:`Proseduraalinen geometria `" - -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" diff --git a/sphinx/po/fi/LC_MESSAGES/about/faq.po b/sphinx/po/fi/LC_MESSAGES/about/faq.po deleted file mode 100644 index 74ad77391c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/faq.po +++ /dev/null @@ -1,1259 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "FAQ" -msgstr "UKK" - -msgid "Frequently asked questions" -msgstr "Usein kysytyt kysymykset" - -msgid "" -"What can I do with Godot? How much does it cost? What are the license terms?" -msgstr "" -"Mitä voin tehdä Godotilla? Paljonko se maksaa? Millaiset lisenssiehdot ovat?" - -#, fuzzy -msgid "" -"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " -"\"free speech\" as well as in \"free beer.\"" -msgstr "" -"Godot on `vapaa ja avoimen lähdekoodin ohjelmisto `_ `OSI-hyväksytyn `_ MIT-lisenssin alaisuudessa. Tämä tarkoittaa, että se " -"vapaa kuin \"sananvapaus\" ja ilmainen kuin \"ilmainen olut.\"" - -msgid "In short:" -msgstr "Lyhyesti:" - -msgid "" -"You are free to download and use Godot for any purpose: personal, non-" -"profit, commercial, or otherwise." -msgstr "" -"Voit ladata ja käyttää Godotia vapaasti mihin tahansa tarkoitukseen; " -"henkilökohtaiseen, yleishyödylliseen, kaupalliseen tai muuhun." - -msgid "" -"You are free to modify, distribute, redistribute, and remix Godot to your " -"heart's content, for any reason, both non-commercially and commercially." -msgstr "" -"Voit muokata, jakaa, levittää eteenpäin ja uudelleenyhdistellä Godotia " -"sydämesi kyllyydestä, mistä tahansa syystä, sekä ei-kaupallisesti että " -"kaupallisesti." - -#, fuzzy -msgid "" -"All the contents of this accompanying documentation are published under the " -"permissive Creative Commons Attribution 3.0 (`CC BY 3.0 `_) license, with attribution to \"Juan " -"Linietsky, Ariel Manzur and the Godot Engine community.\"" -msgstr "" -"Kaikki tämän mukana tulevan dokumentaation sisältö on julkaistu sallivan " -"Creative Commons Attribution 3.0 (`CC-BY 3.0 `_) lisenssin alla, liitteellä \"Juan Linietsky, Ariel " -"Manzur and the Godot Engine community.\"" - -msgid "" -"Logos and icons are generally under the same Creative Commons license. Note " -"that some third-party libraries included with Godot's source code may have " -"different licenses." -msgstr "" -"Logot ja ikonit kuuluvat pääasiassa saman Creative Commons -lisenssin alle. " -"Ota huomioon, että jotkin Godotin sisällyttämät kolmansien osapuolten " -"lähdekoodit voivat kuulua toisentyyppisiin lisensseihin." - -msgid "" -"For full details, look at the `COPYRIGHT.txt `_ as well as the `LICENSE.txt `_ and `LOGO_LICENSE." -"txt `_ " -"files in the Godot repository." -msgstr "" -"Täysiä yksityiskohtia varten, katso `COPYRIGHT.txt `_ sekä `LICENSE.txt `_ ja `LOGO_LICENSE.txt " -"`_ " -"tiedostoja Godotin koodikannassa." - -msgid "" -"Also, see `the license page on the Godot website `_." -msgstr "Katso myös `Godotin lisenssi-sivu `_." - -msgid "Which platforms are supported by Godot?" -msgstr "Mitä laitealustoja Godot tukee?" - -msgid "**For the editor:**" -msgstr "**Editorissa:**" - -msgid "Windows" -msgstr "Windows" - -msgid "macOS" -msgstr "macOS" - -#, fuzzy -msgid "Linux, \\*BSD" -msgstr "X11 (Linux, \\*BSD)" - -#, fuzzy -msgid "Android (experimental)" -msgstr "Android-liitännäinen" - -msgid "`Web `__ (experimental)" -msgstr "" - -msgid "**For exporting your games:**" -msgstr "**Pelien viennissä**" - -msgid "Windows (and UWP)" -msgstr "Windows (ja UWP)" - -msgid "Android" -msgstr "Android" - -msgid "iOS" -msgstr "iOS" - -msgid "Web" -msgstr "Web" - -#, fuzzy -msgid "" -"Both 32- and 64-bit binaries are supported where it makes sense, with 64 " -"being the default. Official macOS builds support Apple Silicon natively as " -"well as x86_64." -msgstr "" -"Sekä 32- että 64-bittisiä binääritiedostoja tuetaan jos se on järkevää, " -"oletuksena on käytössä 64-bittinen versio." - -msgid "" -"Some users also report building and using Godot successfully on ARM-based " -"systems with Linux, like the Raspberry Pi." -msgstr "" -"Jotkut käyttäjät ovat raportoineet kääntäneensä ja käyttäneensä Godotia " -"onnistuneesti Linuxissa ARM-pohjaisilla järjestelmillä, kuten Raspberry Pi:" -"llä." - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more about :ref:`doc_consoles`." -msgstr "" - -msgid "" -"For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `." -msgstr "" -"Lisää tästä aiheesta :ref:`vienti ` ja :ref:" -"`Godotin itse kääntö ` -osioissa." - -msgid "Which programming languages are supported in Godot?" -msgstr "Mitkä ohjelmointikielet ovat tuettuina Godotissa?" - -#, fuzzy -msgid "" -"The officially supported languages for Godot are GDScript, C#, and C++. See " -"the subcategories for each language in the :ref:`scripting ` section." -msgstr "" -"Godotin virallisesti tukemia kieliä ovat GDScript, Visual Scripting, C# ja C+" -"+. Katso jokaisen kielen alakategoria :ref:`skriptaus ` " -"luvusta." - -msgid "" -"If you are just starting out with either Godot or game development in " -"general, GDScript is the recommended language to learn and use since it is " -"native to Godot. While scripting languages tend to be less performant than " -"lower-level languages in the long run, for prototyping, developing Minimum " -"Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will " -"provide a fast, friendly, and capable way of developing your games." -msgstr "" -"Jos olet vasta aloittelemassa joko Godotin käyttöä tai peliohjelmointia " -"yleisesti on suositeltua opetella ja käyttää GDScript-kieltä, sillä se on " -"Godotin natiivikieli. Vaikka skriptikielet tahtovat olla pitkässä juoksussa " -"suorituskyvyltään heikompia kuin matalan tason kielet, prototyypitykseen, " -"Minimum Viable Product (MVP) kehitykseen ja Time-To-Market (TTM) " -"fokusoitumiseen GDScript tarjoaa nopean, ystävällisen ja kyvykkään tavan " -"kehittää pelejäsi." - -#, fuzzy -msgid "" -"Note that C# support is still relatively new, and as such, you may encounter " -"some issues along the way. C# support is also currently missing on Android, " -"iOS and web platforms. Our friendly and hard-working development community " -"is always ready to tackle new problems as they arise, but since this is an " -"open source project, we recommend that you first do some due diligence " -"yourself. Searching through discussions on `open issues `__ " -"is a great way to start your troubleshooting." -msgstr "" -"Huomioi, että C# tuki on vielä suhteellisen uusi ja sellaisenaan saatat " -"törmätä matkan varrella joihinkin ongelmiin. Ystävällinen ja ahkera " -"kehitysyhteisömme on aina valmis taklaamaan uudet ongelmat sitä myötä, kun " -"niitä ilmaantuu, mutta koska tämä on avoimen lähdekoodin projekti, " -"suosittelemme, että teet itse ensin hieman pohjatyötä. `Avoimet ongelmat " -"`_ -keskusteluiden läpikäynti " -"on hyvä tapa aloittaa vianetsintä." - -#, fuzzy -msgid "" -"As for new languages, support is possible via third parties with " -"GDExtensions. (See the question about plugins below). Work is currently " -"underway, for example, on unofficial bindings for Godot to `Python `_ and `Nim `_." -msgstr "" -"Uusille kielille tuki on mahdollista saada kolmansien osapuolien avulla, " -"käyttäen GDNative / NativeScript / PluginScript suomia mahdollisuuksia. " -"(Katso kysymys liitännäisistä alla.) Työn alla ovat esimerkiksi " -"epäviralliset `Python `_ ja `Nim " -"`_ liitteet Godotille." - -msgid "What is GDScript and why should I use it?" -msgstr "Mikä on GDScript ja miksi minun pitäisi käyttää sitä?" - -#, fuzzy -msgid "" -"GDScript is Godot's integrated scripting language. It was built from the " -"ground up to maximize Godot's potential in the least amount of code, " -"affording both novice and expert developers alike to capitalize on Godot's " -"strengths as fast as possible. If you've ever written anything in a language " -"like Python before, then you'll feel right at home. For examples and a " -"complete overview of the power GDScript offers you, check out the :ref:" -"`GDScript scripting guide `." -msgstr "" -"GDScript on Godotin integroitu skriptikieli. Se rakennettiin perustuksista " -"lähtien maksimoimaan Godotin mahdollisuuksia pienimpään mahdolliseen " -"koodimäärään, antaen sekä aloittelevien että asiantuntevien kehittäjien " -"hyödyntää Godotin vahvuuksia niin nopeasti kuin mahdollista. Jos olet " -"koskaan aiemmin kirjoittanut mitään Pythonin kaltaisilla kielillä, tunnet " -"olevasi kuin kotona. Nähdäksesi esimerkkejä, historiaa ja täyden katsauksen " -"GDScriptin tarjoamaan tehoon, vilkaise :ref:`GDScript skriptausopasta " -"`_." - -#, fuzzy -msgid "" -"There are several reasons to use GDScript, especially when you are " -"prototyping, in alpha/beta stages of your project, or are not creating the " -"next AAA title. The most salient reason is the overall **reduction of " -"complexity**." -msgstr "" -"On useita syitä käyttää GDScriptiä – varsinkin, jos olet kehittämässä " -"prototyyppiä, projektisi alfa/beta-vaiheessa, tai et ole kehittämässä " -"seuraavaa AAA-peliä – mutta kaikkein keskeisin syy ylipäätään on " -"**monimutkaisuuden väheneminen**." - -#, fuzzy -msgid "" -"The original intent of creating a tightly integrated, custom scripting " -"language for Godot was two-fold: first, it reduces the amount of time " -"necessary to get up and running with Godot, giving developers a rapid way of " -"exposing themselves to the engine with a focus on productivity; second, it " -"reduces the overall burden of maintenance, attenuates the dimensionality of " -"issues, and allows the developers of the engine to focus on squashing bugs " -"and improving features related to the engine core, rather than spending a " -"lot of time trying to get a small set of incremental features working across " -"a large set of languages." -msgstr "" -"Alkuperäinen tarkoitus tiukasti integroidun räätälöidyn skriptikielen " -"luonnilla Godotiin oli kaksitahoinen. Ensiksi, se vähentää Godotin " -"aloittamiseen ja sen kanssa liikkeellepääsyyn tarvittavaa aikaa, antaen " -"kehittäjille nopean tien tutustua pelimoottoriin ja keskittyä tuottavuuteen. " -"Toiseksi, se vähentää ylläpidon taakkaa, vähentää ongelmien ulottuuvuutta, " -"ja sallii pelimoottorin kehittäjien keskittyä bugien liiskaukseen ja " -"moottorin ytimeen liittyvien ominaisuuksien parantamiseen – sen sijaan, että " -"paljon aikaa kulutettaisiin siihen, että yritetään saada pieni joukko " -"lisäominaisuuksia toimimaan suurelle joukolle ohjelmointikieliä." - -#, fuzzy -msgid "" -"Since Godot is an open source project, it was imperative from the start to " -"prioritize a more integrated and seamless experience over attracting " -"additional users by supporting more familiar programming languages, " -"especially when supporting those more familiar languages would result in a " -"worse experience. We understand if you would rather use another language in " -"Godot (see the list of supported options above). That being said, if you " -"haven't given GDScript a try, try it for **three days**. Just like Godot, " -"once you see how powerful it is and rapid your development becomes, we think " -"GDScript will grow on you." -msgstr "" -"Koska Godot on avoimen lähdekoodin projekti, oli alusta saakka välttämätöntä " -"keskittyä parempaan integraatioon ja saumattomaan kokemukseen, sen sijaan " -"että houkuteltaisiin enemmän käyttäjiä tukemalla tuttuja ohjelmointikieliä – " -"etenkin kun näiden tutumpien kielien tukeminen olisi johtanut huonompaan " -"kokemukseen. Ymmärrämme jos mieluummin käyttäisit toista kieltä Godotissa " -"(katso luettelo tuetuista vaihtoehdoista yllä). Siltikin, jos et ole vielä " -"kokeillut GDScriptiä, kokeile sitä **kolme päivää**. Aivan kuten Godotin " -"kanssa, kun huomaat miten tehokas se on ja kuinka nopeaa kehittämisestäsi " -"tulee, luulemme että GDScript kasvaa osaksi sinua." - -msgid "" -"More information about getting comfortable with GDScript or dynamically " -"typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " -"tutorial." -msgstr "" -"Lisää tietoa GDScriptiin tai dynaamisesti tyypitettyihin kieliin " -"tutustumista varten löydät :ref:`doc_gdscript_more_efficiently` oppaasta." - -msgid "What were the motivations behind creating GDScript?" -msgstr "Mitkä olivat vaikuttimet GDScriptin luomiselle?" - -#, fuzzy -msgid "" -"In the early days, the engine used the `Lua `__ " -"scripting language. Lua can be fast thanks to LuaJIT, but creating bindings " -"to an object-oriented system (by using fallbacks) was complex and slow and " -"took an enormous amount of code. After some experiments with `Python " -"`__, that also proved difficult to embed." -msgstr "" -"Alkuun pelimoottori käytti `Lua ` skripti kieltä. Lua " -"on nopea, mutta liitoksien luominen objekti orientoidussa kielessä (fallback " -"menetelmällä) oli hankalaa ja hidasta ja tarvitsi todella paljon koodia. " -"Joidenkin kokeiden `Python ` kanssa, se osoittautui " -"myös hankalaksi toteuttaa." - -msgid "" -"The main reasons for creating a custom scripting language for Godot were:" -msgstr "Tärkeimmät syyt oman skriptikielen luomiselle Godotiin olivat:" - -msgid "" -"Poor threading support in most script VMs, and Godot uses threads (Lua, " -"Python, Squirrel, JavaScript, ActionScript, etc.)." -msgstr "" -"Useimmissa skriptivirtuaalikoneissa ei ole hyvää säikeistystukea ja Godot " -"käyttää säikeitä (Lua, Python, Squirrel, JS, AS, jne.)." - -msgid "" -"Poor class-extending support in most script VMs, and adapting to the way " -"Godot works is highly inefficient (Lua, Python, JavaScript)." -msgstr "" -"Useimmissa skriptivirtuaalikoneissa ei ole hyvää luokkien laajennustukea, " -"josta johtuen Godotin toimintatapaan mukautuminen on hyvin tehotonta (Lua, " -"Python, JS)." - -#, fuzzy -msgid "" -"Many existing languages have horrible interfaces for binding to C++, " -"resulting in a large amount of code, bugs, bottlenecks, and general " -"inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus " -"on a great engine, not a great number of integrations." -msgstr "" -"Useilla olemassa olevilla kielillä on kaamea rajapinta C++ liitäntää varten, " -"mikä johtaa suureen määrään koodia, bugeja, pullonkauloja ja yleistä " -"tehottomuutta (Lua, Python, Squirrel, JavaScript, jne.) Halusimme keskittyä " -"mahtavaan pelimoottoriin, emme suureen määrään integraatioita." - -msgid "" -"No native vector types (vector3, matrix4, etc.), resulting in highly reduced " -"performance when using custom types (Lua, Python, Squirrel, JavaScript, " -"ActionScript, etc.)." -msgstr "" -"Natiivien vektorityyppien puute (vector3, matrix4, jne.), joka johtaa hyvin " -"alhaiseen suorituskykyyn räätälöityjä tyyppejä käyttäessä (Lua, Python, " -"Squirrel, JS, AS, jne)." - -msgid "" -"Garbage collector results in stalls or unnecessarily large memory usage " -"(Lua, Python, JavaScript, ActionScript, etc.)." -msgstr "" -"Roskienkeruu aiheuttaa pysähdyksiä tai tarpeettoman suurta muistinkulutusta " -"(Lua, Python, JavaScript, ActionScript, jne.)." - -#, fuzzy -msgid "" -"Difficulty integrating with the code editor for providing code completion, " -"live editing, etc. (all of them)." -msgstr "" -"Hankaluudet yhdistää koodieditoriin niin, että voitaisiin tarjota koodin " -"täydennys, ajonaikainen editointi, jne. Kaikki tämä on hyvin tuettuna " -"GDScriptissä." - -msgid "GDScript was designed to curtail the issues above, and more." -msgstr "" -"GDScript suunniteltiin vähentämään sekä yllä mainittuja, että muitakin " -"ongelmia." - -#, fuzzy -msgid "What 3D model formats does Godot support?" -msgstr "Minkätyyppisiä 3D-mallien tallennusmuotoja Godot tukee?" - -msgid "" -"You can find detailed information on supported formats, how to export them " -"from your 3D modeling software, and how to import them for Godot in the :ref:" -"`doc_importing_3d_scenes` documentation." -msgstr "" - -msgid "" -"Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" -msgstr "" -"Tuleeko [lisää tähän suljettu SDK kuten FMOD, GameWorks, tms.] olemaan " -"tuettu Godotissa?" - -#, fuzzy -msgid "" -"The aim of Godot is to create a free and open source MIT-licensed engine " -"that is modular and extendable. There are no plans for the core engine " -"development community to support any third-party, closed-source/proprietary " -"SDKs, as integrating with these would go against Godot's ethos." -msgstr "" -"Godotin tavoitteena on luoda vapaa ja avoimen lähdekoodin MIT-lisenssoitu " -"pelimoottori, joka on modulaarinen ja laajennettava. Pelimoottorin " -"ydinkehitysyhteisöllä ei ole aikomuksia tukea mitään kolmannen osapuolen " -"suljetun/omisteisen lähdekoodin SDK:ta, sillä sellaiseen integroituminen " -"olisi Godotin eetoksen vastaista." - -#, fuzzy -msgid "" -"That said, because Godot is open source and modular, nothing prevents you or " -"anyone else interested in adding those libraries as a module and shipping " -"your game with them, as either open- or closed-source." -msgstr "" -"Siitä huolimatta, koska Godot on avointa lähdekoodia ja modulaarinen, mikään " -"ei estä sinua tai ketään kiinnostunutta lisäämään noita kirjastoja moduulina " -"ja julkaisemaan peliäsi niitä käyttäen, joko avoimena tai suljettuna " -"lähdekoodina." - -msgid "" -"To see how support for your SDK of choice could still be provided, look at " -"the Plugins question below." -msgstr "" -"Nähdäksesi kuinka haluamallesi SDK:lle voidaan lisätä tuki, katso " -"Liitännäiset kysymystä yllä." - -#, fuzzy -msgid "" -"If you know of a third-party SDK that is not supported by Godot but that " -"offers free and open source integration, consider starting the integration " -"work yourself. Godot is not owned by one person; it belongs to the " -"community, and it grows along with ambitious community contributors like you." -msgstr "" -"Jos tiedät kolmannen osapuolen SDK:n, joka ei ole tuettu Godotissa, mutta " -"joka tarjoaa vapaan ja avoimen lähdekoodin integraation, harkitse " -"integraatiotyön aloittamista itse. Godot ei ole yhden henkilön omistama; se " -"kuuluu yhteisölle ja kasvaa kaltaistesi kunnianhimoisten edistäjien toimesta." - -msgid "" -"How do I install the Godot editor on my system (for desktop integration)?" -msgstr "" -"Kuinka asennan Godot editorin järjestelmälleni (työpöytäintegrointia varten)?" - -msgid "" -"Since you don't need to actually install Godot on your system to run it, " -"this means desktop integration is not performed automatically. There are two " -"ways to overcome this. You can install Godot from `Steam `__ (all platforms), `Scoop " -"`__ (Windows), `Homebrew `__ (macOS) or " -"`Flathub `__ " -"(Linux). This will automatically perform the required steps for desktop " -"integration." -msgstr "" - -msgid "" -"Alternatively, you can manually perform the steps that an installer would do " -"for you:" -msgstr "" -"Vaihtoehtoisesti voit manuaalisesti tehdä asennuksen vaiheet, jotka asennus " -"ohjelma tekisi puolestasi:" - -msgid "" -"Move the Godot executable to a stable location (i.e. outside of your " -"Downloads folder), so you don't accidentally move it and break the shortcut " -"in the future." -msgstr "" -"Siirrä Godotin suoritustiedosto pysyvään sijaintiin (eli lataukset-kansion " -"ulkopuolelle), jotta et siirrä sitä vahingossa ja riko pikakuvaketta " -"tulevaisuudessa." - -msgid "Right-click the Godot executable and choose **Create Shortcut**." -msgstr "" -"Napsauta hiiren oikealla painikkeella Godotin suoritustiedostoa ja valitse " -"**Luo pikakuvake**." - -#, fuzzy -msgid "" -"Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs``. This is the user-wide location for shortcuts that will " -"appear in the Start menu. You can also pin Godot in the task bar by right-" -"clicking the executable and choosing **Pin to Task Bar**." -msgstr "" -"Siirrä luotu pikakuvake sijaintiin ``%LOCALAPPDATA%" -"\\Microsoft\\Windows\\Start Menu\\Programs``. Tämä on käyttäjä kohtainen " -"sijainti pikakuvakkeille, jotka näkyvät Käynnistä-valikossa. Voit myös " -"kiinnittää Godotin tehtäväpalkkiin napsauttamalla hiiren kakkospainikkeella " -"suoritustiedostoa ja valitsemalla **Kiinnitä tehtäväpalkkiin**." - -msgid "" -"Drag the extracted Godot application to ``/Applications/Godot.app``, then " -"drag it to the Dock if desired. Spotlight will be able to find Godot as long " -"as it's in ``/Applications`` or ``~/Applications``." -msgstr "" - -msgid "Linux" -msgstr "" - -msgid "" -"Move the Godot binary to a stable location (i.e. outside of your Downloads " -"folder), so you don't accidentally move it and break the shortcut in the " -"future." -msgstr "" - -msgid "" -"Rename and move the Godot binary to a location present in your ``PATH`` " -"environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/" -"bin/godot``. Doing this requires administrator privileges, but this also " -"allows you to :ref:`run the Godot editor from a terminal " -"` by entering ``godot``." -msgstr "" - -msgid "" -"If you cannot move the Godot editor binary to a protected location, you can " -"keep the binary somewhere in your home directory, and modify the ``Path=`` " -"line in the ``.desktop`` file linked below to contain the full *absolute* " -"path to the Godot binary." -msgstr "" - -msgid "" -"Save `this .desktop file `__ to ``$HOME/." -"local/share/applications/``. If you have administrator privileges, you can " -"also save the ``.desktop`` file to ``/usr/local/share/applications`` to make " -"the shortcut available for all users." -msgstr "" - -#, fuzzy -msgid "Is the Godot editor a portable application?" -msgstr "Onko Godotia mahdollista käyttää hyötysovellusten tekoon?" - -msgid "" -"In its default configuration, Godot is *semi-portable*. Its executable can " -"run from any location (including non-writable locations) and never requires " -"administrator privileges." -msgstr "" - -msgid "" -"However, configuration files will be written to the user-wide configuration " -"or data directory. This is usually a good approach, but this means " -"configuration files will not carry across machines if you copy the folder " -"containing the Godot executable. See :ref:`doc_data_paths` for more " -"information." -msgstr "" - -msgid "" -"If *true* portable operation is desired (e.g. for use on an USB stick), " -"follow the steps in :ref:`doc_data_paths_self_contained_mode`." -msgstr "" - -msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" -msgstr "Miksi Godot käyttää Vulkania tai OpenGL:ää Direct3d:n sijasta?" - -#, fuzzy -msgid "" -"Godot aims for cross-platform compatibility and open standards first and " -"foremost. OpenGL and Vulkan are the technologies that are both open and " -"available on (nearly) all platforms. Thanks to this design decision, a " -"project developed with Godot on Windows will run out of the box on Linux, " -"macOS, and more." -msgstr "" -"Godot pyrkii ennen kaikkea eri alustojen väliseen yhteensopivuuteen ja " -"avoimiin standardeihin. OpenGL ja Vulkan ovat tekniikoita, jotka ovat sekä " -"avoimia että saatavilla (lähes) kaikilla alustoilla. Tämän " -"suunnittelupäätöksen ansiosta Godotilla Windowsissa kehitetty projekti " -"toimii Linuxissa, macOS:ssa ja muilla alustoilla." - -msgid "" -"Since Godot only has a few people working on its renderer, we would prefer " -"having fewer rendering backends to maintain. On top of that, using a single " -"API on all platforms allows for greater consistency with fewer platform-" -"specific issues." -msgstr "" -"Koska Godotilla on vain muutama henkilö kehittämässä sen renderöijää, " -"suosisimme että meillä olisi vähemmän renderöinti backendejä " -"ylläpidettävänä. Sen lisäksi, yhden API:n käyttäminen kaikilla alustoilla " -"mahdollistaa paremman johdonmukaisuuden vähemmillä alustakohtaisilla " -"ongelmilla." - -#, fuzzy -msgid "" -"In the long term, we may develop a Direct3D 12 renderer for Godot (mainly " -"for Xbox), but Vulkan and OpenGL will remain the default rendering backends " -"on all platforms, including Windows." -msgstr "" -"Pitkällä aikavälilla saatamme kehittää Direct3D 12 -renderöijän Godotille " -"(pääasiassa Xboxia varten), mutta Vulkan ja OpenGL pysyvät oletus " -"renderöinti tekniikkana kaikille alustoille, mukaanlukien Windows." - -msgid "Why does Godot aim to keep its core feature set small?" -msgstr "Miksi Godot pyrkii pitämään ydintoimintojen kokoelman pienenä?" - -#, fuzzy -msgid "" -"Godot intentionally does not include features that can be implemented by add-" -"ons unless they are used very often. One example of something not used often " -"is advanced artificial intelligence functionality." -msgstr "" -"Godotista on jätetty tarkoituksella pois ominaisuudet, joita voidaan " -"toteuttaa lisäosilla, ellei niitä tarvita hyvin usein. Esimerkkinä " -"edistyneemmät tekoälyominaisuudet." - -msgid "There are several reasons for this:" -msgstr "Tähän on useita syitä:" - -#, fuzzy -msgid "" -"**Code maintenance and surface for bugs.** Every time we accept new code in " -"the Godot repository, existing contributors often take the responsibility of " -"maintaining it. Some contributors don't always stick around after getting " -"their code merged, which can make it difficult for us to maintain the code " -"in question. This can lead to poorly maintained features with bugs that are " -"never fixed. On top of that, the \"API surface\" that needs to be tested and " -"checked for regressions keeps increasing over time." -msgstr "" -"**Koodin ylläpitäminen ja virheiden mahdollisuus.** Joka kerta kun " -"hyväksymme uutta koodia Godotiin, kehittäjät ottavat vastuun myös sen " -"ylläpitämisestä. Jotkin osallistujat eivät jää projektiin sen jälkeen, kun " -"heidän koodinsa on lisätty, joka voi tehdä vaikeaksi tuon koodin " -"ylläpitämisen. Seurauksena voi olla heitteille jätettyjä ominaisuuksia ja " -"ongelmia, joita ei koskaan korjata. Sen lisäksi rajapinta kasvaa koko ajan, " -"ja siihen liittyvät tarkistukset lisääntyvät vastaavasti." - -msgid "" -"**Ease of contribution.** By keeping the codebase small and tidy, it can " -"remain fast and easy to compile from source. This makes it easier for new " -"contributors to get started with Godot, without requiring them to purchase " -"high-end hardware." -msgstr "" -"**Osallistumisen helppous.** Koska koodi on pieni ja siisti, sen kääntäminen " -"on helppoa ja nopeaa. Tämän vuoksi uusien osallistujien on helppo alkaa " -"kehittämään Godotia ilman kallista laitteistoa." - -msgid "" -"**Keeping the binary size small for the editor.** Not everyone has a fast " -"Internet connection. Ensuring that everyone can download the Godot editor, " -"extract it and run it in less than 5 minutes makes Godot more accessible to " -"developers in all countries." -msgstr "" -"**Editorin tiedostokoon pitäminen pienenä.** Kaikilla ei ole nopeaa Internet-" -"yhteyttä. Godotin lataaminen ja käyttäminen alle viidessä minuutissa tekee " -"siitä helpommin saatavamman kehittäjille ympäri maailmaa." - -#, fuzzy -msgid "" -"**Keeping the binary size small for export templates.** This directly " -"impacts the size of projects exported with Godot. On mobile and web " -"platforms, keeping file sizes low is important to ensure fast installation " -"and loading on underpowered devices. Again, there are many countries where " -"high-speed Internet is not readily available. To add to this, strict data " -"usage caps are often in effect in those countries." -msgstr "" -"**Vientimallien pitäminen pienenä.** Tämä vaikuttaa suoraan Godotilla " -"tehtyjen sovellusten kokoon. Mobiililaitteilla ja selainalustoilla " -"tiedostojen pitäminen pienenä on ensisijaisen tärkeää, että ne latautuu ja " -"asentuu myös heikkotehoisemmilla laitteilla. On myös monia maita, joissa " -"nopeat Internet-yhteydet eivät ole kaikkien saatavilla, tai niissä on " -"tiukkoja datan käyttörajoituksia." - -#, fuzzy -msgid "" -"For all the reasons above, we have to be selective of what we can accept as " -"core functionality in Godot. This is why we are aiming to move some core " -"functionality to officially supported add-ons in future versions of Godot. " -"In terms of binary size, this also has the advantage of making you pay only " -"for what you actually use in your project. (In the meantime, you can :ref:" -"`compile custom export templates with unused features disabled " -"` to optimize the distribution size of your " -"project.)" -msgstr "" -"Ylläolevien syiden vuoksi meidän täytyy olla valikoivia sen suhteen, mitä " -"sisällytetään Godotin ydintoimintoihin. Sen vuoksi aiomme myös siirtää osan " -"ydinominaisuuksista virallisesti tuetuiksi lisäosiksi Godotin myöhemmissä " -"versioissa. Tästä on erityisesti hyötyä käännettyjen sovellusten koossa, " -"koska vain projektissa käytetyt ominaisuudet sisällytetään. (Tällä hetkellä " -"sama voidaan saavuttaa :ref:`mukautetuilla vientimalleilla, joissa " -"käyttämättömät ominaisuudet ovat poistettu.`)" - -msgid "" -"How should assets be created to handle multiple resolutions and aspect " -"ratios?" -msgstr "" -"Kuinka assetit pitäisi luoda ottaen huomioon useat näyttötarkkuudet ja " -"kuvasuhteet?" - -msgid "" -"This question pops up often and it's probably thanks to the misunderstanding " -"created by Apple when they originally doubled the resolution of their " -"devices. It made people think that having the same assets in different " -"resolutions was a good idea, so many continued towards that path. That " -"originally worked to a point and only for Apple devices, but then several " -"Android and Apple devices with different resolutions and aspect ratios were " -"created, with a very wide range of sizes and DPIs." -msgstr "" -"Tämä kysymys pulpahtaa esiin usein ja siitä käy luultavasti kiittäminen " -"Applen luoman väärinkäsityksen, kun he alun perin tuplasivat laitteidensa " -"näyttötarkkuuden. Se sai ihmiset ajattelemaan, että samojen assettien " -"käyttäminen eri näyttötarkkuuksilla oli hyvä idea, joten moni jatkoi sillä " -"polulla. Se toimin alun perin tiettyyn pisteeseen saakka ja vain Applen " -"laitteilla, mutta sen jälkeen on luotu monta Android- ja Apple-laitetta eri " -"näyttötarkkuuksilla ja kuvasuhteila, hyvin laajalla joukolla eri kokoja ja " -"kuvapistetiheyksiä." - -msgid "" -"The most common and proper way to achieve this is to, instead, use a single " -"base resolution for the game and only handle different screen aspect ratios. " -"This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or " -"YFov." -msgstr "" -"Kaikkein yleisin ja oikein tapa saavuttaa tämä on sen sijaan käyttää yhtä " -"pohjanäyttötarkkuutta pelille ja käsitellä vain eri kuvasuhteet. Tätä " -"tarvitaan lähinnä 2D:lle, koska 3D:ssä on kyse vain kameran XFov tai YFov " -"arvoista." - -#, fuzzy -msgid "" -"Choose a single base resolution for your game. Even if there are devices " -"that go up to 2K and devices that go down to 400p, regular hardware scaling " -"in your device will take care of this at little or no performance cost. The " -"most common choices are either near 1080p (1920x1080) or 720p (1280x720). " -"Keep in mind the higher the resolution, the larger your assets, the more " -"memory they will take and the longer the time it will take for loading." -msgstr "" -"Valitse pelillesi yksi pohjaresoluutio. Vaikka onkin olemassa laitteita, " -"jotka yltävät 2K tarkkuuteen, ja laitteita, joilla on niinkin alhainen " -"tarkkuus kuin 400p, laitteesi tavallinen laiteistoskaalaus hoitaa tämän " -"pienellä tai olemattomalla suorituskykykustannuksella. Yleisimmät valinnat " -"ovat lähellä 1080p (1920x1080) ja 720p (1280x720) tarkkuuksia. Pidä " -"mielessä, että mitä suurempi näyttötarkkuus, sitä suuremmat ovat assettisi, " -"ja sitä enemmän muistia ne vievät sekä sitä kauemmin niiden lataus kestää." - -msgid "" -"Use the stretch options in Godot; 2D stretching while keeping aspect ratios " -"works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to " -"achieve this." -msgstr "" -"Käytä Godotin venytysvalintoja; 2D-venytys kuvasuhde säilyttäen toimii " -"parhaiten. Tarkista :ref:`doc_multiple_resolutions` oppaasta kuinka tämä " -"saadaan aikaan." - -msgid "" -"Determine a minimum resolution and then decide if you want your game to " -"stretch vertically or horizontally for different aspect ratios, or if there " -"is one aspect ratio and you want black bars to appear instead. This is also " -"explained in :ref:`doc_multiple_resolutions`." -msgstr "" -"Määritä pienin näyttötarkkuus ja päätä sitten haluatko pelisi venyvän pysty- " -"vai vaakasuunnassa eri kuvasuhteille, vai onko sen sijaan olemassa yksi " -"kuvasuhde ja haluat mustien reunusten ilmestyvän. Tämä on selitetty myös " -"osiossa :ref:`doc_multiple_resolutions`." - -msgid "" -"For user interfaces, use the :ref:`anchoring ` to " -"determine where controls should stay and move. If UIs are more complex, " -"consider learning about Containers." -msgstr "" -"Käyttöliittymiä varten käytä :ref:`ankkurointia ` " -"määrittääksesi missä kontrollien pitäisi sijaita ja minne niiden pitäisi " -"siirtyä. Jos käyttöliittymät ovat monimutkaisempia, harkitse Container-" -"rakenteiden opettelua." - -msgid "And that's it! Your game should work in multiple resolutions." -msgstr "Ja siinä se! Pelisi pitäisi toimia useilla eri näyttötarkkuuksilla." - -msgid "" -"If there is a desire to make your game also work on ancient devices with " -"tiny screens (fewer than 300 pixels in width), you can use the export option " -"to shrink images, and set that build to be used for certain screen sizes in " -"the App Store or Google Play." -msgstr "" -"Jos on tarvetta saada pelisi toimimaan myös muinaisilla laitteilla ja niiden " -"pikkuruisilla näytöillä (vähemmän kuin 300 pikseliä leveitä), voit käyttää " -"vientivalintoja kuvien kutistamiseen ja asettaa tuon kyseisen käännöksen " -"käytettäväksi tietyillä näyttöko'oilla App Store tai Google Play -kaupoissa." - -msgid "How can I extend Godot?" -msgstr "Miten voin laajentaa Godotia?" - -msgid "" -"For extending Godot, like creating Godot Editor plugins or adding support " -"for additional languages, take a look at :ref:`EditorPlugins " -"` and tool scripts." -msgstr "" -"Godotin laajentamiseksi, kuten Godot Editorin liitännäisten luomiseksi tai " -"ylimääräisen kielen tuen lisäämiseksi, katso :ref:`EditorPlugins " -"` ja työkaluskriptejä." - -#, fuzzy -msgid "" -"Also, see the official blog post on GDExtension, a way to develop native " -"extensions for Godot:" -msgstr "Katso myös viralliset blogikirjoitelmat liittyen näihin aiheisiin:" - -#, fuzzy -msgid "" -"`Introducing GDNative's successor, GDExtension `_" -msgstr "`GDNative is here! `_" - -msgid "" -"You can also take a look at the GDScript implementation, the Godot modules, " -"as well as the `unofficial Python support `_ for Godot. This would be a good starting point to see how " -"another third-party library integrates with Godot." -msgstr "" -"Voit myös vilkaista GDScriptin toteutusta, Godot moduuleja sekä myös " -"`epävirallista Python-tukea `_ " -"Godotille. Näistä lähtökohdista saat hyvin selville, miten jokin toinen " -"kolmannen osapuolen kirjasto on integroitu Godotiin." - -msgid "When is the next release of Godot out?" -msgstr "Milloin Godotin seuraava versio julkaistaan?" - -msgid "" -"When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for " -"more information." -msgstr "" -"Kun se on valmis! Katso lisätietoja: :ref:" -"`doc_release_policy_when_is_next_release_out`." - -#, fuzzy -msgid "Which Godot version should I use for a new project?" -msgstr "Uuden projektin luominen" - -msgid "" -"We recommend using Godot 4.x for new projects, but depending on the feature " -"set you need, it may be better to use 3.x instead. See :ref:" -"`doc_release_policy_which_version_should_i_use` for more information." -msgstr "" - -msgid "Should I upgrade my project to use new Godot versions?" -msgstr "" - -msgid "" -"Some new versions are safer to upgrade to than others. In general, whether " -"you should upgrade depends on your project's circumstances. See :ref:" -"`doc_release_policy_should_i_upgrade_my_project` for more information." -msgstr "" - -msgid "I would like to contribute! How can I get started?" -msgstr "Haluan auttaa! Kuinka pääsen alkuun?" - -#, fuzzy -msgid "" -"Awesome! As an open source project, Godot thrives off of the innovation and " -"the ambition of developers like you." -msgstr "" -"Mahtavaa! Avoimen lähdekoodin projektina Godot kukoistaa kaltaistesi " -"kunnianhimoisten ja innovoivien kehittäjien ansiosta." - -msgid "" -"The best way to start contributing to Godot is by using it and reporting any " -"`issues `_ that you might " -"experience. A good bug report with clear reproduction steps helps your " -"fellow contributors fix bugs quickly and efficiently. You can also report " -"issues you find in the `online documentation `_." -msgstr "" - -msgid "" -"If you feel ready to submit your first PR, pick any issue that resonates " -"with you from one of the links above and try your hand at fixing it. You " -"will need to learn how to compile the engine from sources, or how to build " -"the documentation. You also need to get familiar with Git, a version control " -"system that Godot developers use." -msgstr "" - -msgid "" -"We explain how to work with the engine source, how to edit the " -"documentation, and what other ways to contribute are there in our :ref:" -"`documentation for contributors `." -msgstr "" - -msgid "I have a great idea for Godot. How can I share it?" -msgstr "Minulla on loistava idea Godotiin. Kuinka voin jakaa sen?" - -msgid "" -"We are always looking for suggestions about how to improve the engine. User " -"feedback is the main driving force behind our decision-making process, and " -"limitations that you might face while working on your project are a great " -"data point for us when considering engine enhancements." -msgstr "" - -msgid "" -"If you experience a usability problem or are missing a feature in the " -"current version of Godot, start by discussing it with our `community " -"`_. There may be other, perhaps better, " -"ways to achieve the desired result that community members could suggest. And " -"you can learn if other users experience the same issue, and figure out a " -"good solution together." -msgstr "" - -msgid "" -"If you come up with a well-defined idea for the engine, feel free to open a " -"`proposal issue `_. " -"Try to be specific and concrete while describing your problem and your " -"proposed solution — only actionable proposals can be considered. It is not " -"required, but if you want to implement it yourself, that's always " -"appreciated!" -msgstr "" - -msgid "" -"If you only have a general idea without specific details, you can open a " -"`proposal discussion `_. These can be anything you want, and allow for a free-form " -"discussion in search of a solution. Once you find one, a proposal issue can " -"be opened." -msgstr "" - -msgid "" -"Please, read the `readme `_ document before creating a proposal to learn more " -"about the process." -msgstr "" - -msgid "Is it possible to use Godot to create non-game applications?" -msgstr "Onko Godotia mahdollista käyttää hyötysovellusten tekoon?" - -msgid "" -"Yes! Godot features an extensive built-in UI system, and its small " -"distribution size can make it a suitable alternative to frameworks like " -"Electron or Qt." -msgstr "" -"Kyllä! Godotissa on sisäänrakennettuna laaja käyttöliittymäjärjestelmä, ja " -"sen pieni tiedostokoko tekee siitä varteenotettavan vaihtoehdon muille " -"ympäristöille, kuten Electron tai Qt." - -msgid "" -"When creating a non-game application, make sure to enable :ref:`low-" -"processor mode ` in the Project Settings to decrease CPU and GPU usage." -msgstr "" -"Kun teet muuta kuin peliä, käytä projektin asetusta :ref:`low-processor mode " -"`, jotta " -"sovellus käyttäisi säästeliäästi prosessoria ja näytönohjainta." - -msgid "" -"That said, we wouldn't recommend using Godot to create a *mobile* " -"application since low-processor mode isn't supported on mobile platforms yet." -msgstr "" -"Emme kuitenkaan suosittele Godotia mobiilisovellusten tekoon, koska kyseistä " -"virransäästöominaisuutta ei vielä tueta mobiilijärjestelmillä." - -msgid "" -"Check out `Material Maker `__ " -"and `Pixelorama `__ for " -"examples of open source applications made with Godot." -msgstr "" -"Katso esimerkiksi avoimen lähdekoodin Godot-sovellukset `Material Maker " -"`__ ja `Pixelorama `__." - -msgid "Is it possible to use Godot as a library?" -msgstr "" -"Onko mahdollista käyttää Godotin pelimoottoria itsenäisesti luokkakirjastona?" - -msgid "" -"Godot is meant to be used with its editor. We recommend you give it a try, " -"as it will most likely save you time in the long term. There are no plans to " -"make Godot usable as a library, as it would make the rest of the engine more " -"convoluted and difficult to use for casual users." -msgstr "" -"Godot on tarkoitettu käytettäväksi editorissaan. Suosittelemme kokeilemaan " -"sitä, koska todennäköisesti säästät näin aikaa pitkässä juoksussa. Ei ole " -"suunnitelmissa tehdä Godotista luokkakirjastoa, koska se tekisi muusta " -"pelimoottorista monimutkaisemman ja vaikeamman käyttää tavalliselle " -"käyttäjälle." - -msgid "" -"If you want to use a rendering library, look into using an established " -"rendering engine instead. Keep in mind rendering engines usually have " -"smaller communities compared to Godot. This will make it more difficult to " -"find answers to your questions." -msgstr "" -"Jos haluat käyttää renderöintikirjastoa, tutustu sen sijaan vakiintuneeseen " -"renderöintimoottoriin. Pidä mielessä, että renderöintimoottoreilla on " -"yleensä pienemmät yhteisöt kuin Godotilla. Tämä vaikeuttaa vastausten " -"löytämistä kysymyksiisi." - -msgid "What user interface toolkit does Godot use?" -msgstr "Mitä käyttöliittymä työkalupakkia Godot käyttää?" - -msgid "" -"Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit " -"like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface " -"toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the " -"form of Control nodes, which are used to render the editor (which is written " -"in C++). These Control nodes can also be used in projects from any scripting " -"language supported by Godot." -msgstr "" -"Godot ei käytä tavallista :abbr:'GUI (Graafinen käyttöliittymä)' " -"työkalupakkia, kuten GTK, Qt tai wxWidgets. Sen sijaan Godot käyttää omaa " -"käyttöliittymätyökalusarjaansa, joka on renderoitu OpenGL ES: llä tai " -"Vulkanilla. Tämä työkalupakki näkyy ohjaussolmujen muodossa, joita käytetään " -"muokkaimen hahmontamiseen (joka on kirjoitettu C ++-muodossa). Näitä " -"ohjaussolmuja voidaan käyttää myös minkä tahansa Godotin tukeman " -"komentosarjakielen projekteissa." - -msgid "" -"This custom toolkit makes it possible to benefit from hardware acceleration " -"and have a consistent appearance across all platforms. On top of that, it " -"doesn't have to deal with the LGPL licensing caveats that come with GTK or " -"Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor " -"itself is one of the most complex users of Godot's UI system." -msgstr "" -"Tämä mukautettu työkalupakki mahdollistaa laitteistokiihdytyksen " -"hyödyntämisen ja yhtenäisen ulkoasun kaikilla alustoilla. Lisäksi sen ei " -"tarvitse käsitellä LGPL-lisenssisäännöksiä, jotka liittyvät GTK:hon tai Qt:" -"hen. Lopuksi tämä tarkoittaa, että Godot \"syö omaa koiranruokaansa\" koska " -"editori itsessään on yksi Godot'n käyttöliittymäjärjestelmän " -"monimutkaisimmista käyttäjistä." - -msgid "" -"This custom UI toolkit :ref:`can't be used as a library " -"`, but you can still :ref:`use Godot to create " -"non-game applications by using the editor `." -msgstr "" -"Tätä mukautettua käyttöliittymätyökalupakettia :ref:`ei voi käyttää " -"kirjastona `, mutta voit silti :ref:`käyttää " -"Godotia muiden kuin pelisovellusten luomiseen käyttämällä editoria " -"`." - -#, fuzzy -msgid "Why does Godot use the SCons build system?" -msgstr "Miksei Godot käytä poikkeuksia?" - -msgid "" -"Godot uses the `SCons `__ build system. There are no " -"plans to switch to a different build system in the near future. There are " -"many reasons why we have chosen SCons over other alternatives. For example:" -msgstr "" - -msgid "" -"Godot can be compiled for a dozen different platforms: all PC platforms, all " -"mobile platforms, many consoles, and WebAssembly." -msgstr "" - -msgid "" -"Developers often need to compile for several of the platforms **at the same " -"time**, or even different targets of the same platform. They can't afford " -"reconfiguring and rebuilding the project each time. SCons can do this with " -"no sweat, without breaking the builds." -msgstr "" - -msgid "" -"SCons will *never* break a build no matter how many changes, configurations, " -"additions, removals etc." -msgstr "" - -msgid "" -"Godot's build process is not simple. Several files are generated by code " -"(binders), others are parsed (shaders), and others need to offer " -"customization (:ref:`modules `). This requires " -"complex logic which is easier to write in an actual programming language " -"(like Python) rather than using a mostly macro-based language only meant for " -"building." -msgstr "" - -msgid "" -"Godot build process makes heavy use of cross-compiling tools. Each platform " -"has a specific detection process, and all these must be handled as specific " -"cases with special code written for each." -msgstr "" - -msgid "" -"Please try to keep an open mind and get at least a little familiar with " -"SCons if you are planning to build Godot yourself." -msgstr "" - -msgid "Why does Godot not use STL (Standard Template Library)?" -msgstr "Miksi Godot ei käytä STL:ää (Standard Template Library)?" - -#, fuzzy -msgid "" -"Like many other libraries (Qt as an example), Godot does not make use of " -"STL. We believe STL is a great general-purpose library, but we had special " -"requirements for Godot." -msgstr "" -"Kuten monet muut kirjastot (esimerkiksi Qt), Godot ei käytä STL-kirjastoa. " -"Uskomme, että STL on hyvä yleiskäyttöinen kirjasto, mutta meillä oli " -"erikoisvaatimuksia Godotille." - -msgid "" -"STL templates create very large symbols, which results in huge debug " -"binaries. We use few templates with very short names instead." -msgstr "" -"STL-templatet aiheuttavat hyvin suuria symboleja, jotka johtavat valtaviin " -"debug-binääreihin. Me käytämme sen sijaan vain muutamia templateja erittäin " -"lyhyillä nimillä." - -msgid "" -"Most of our containers cater to special needs, like Vector, which uses copy " -"on write and we use to pass data around, or the RID system, which requires " -"O(1) access time for performance. Likewise, our hash map implementations are " -"designed to integrate seamlessly with internal engine types." -msgstr "" -"Suurin osa konteistamme soveltuu erikoistarpeisiin, kuten Vector, joka " -"kopioi datan ennen kirjoitusta (copy on write) ja kun siirrämme dataa " -"paikasta toiseen, tai RID systeemi, joka varaa O(1) käyttöajan suoritusta " -"varten. Kuin myös meidän hash map-toteutus on suunniteltu toimimaan " -"saumattomasti pelimoottorin sisäisten tyypitysten kanssa." - -msgid "" -"Our containers have memory tracking built-in, which helps better track " -"memory usage." -msgstr "" -"Meidän konttimme sisältävät sisään rakennetun muistin tarkkailun, joka " -"auttaa tarkkailemaan laitteen muistin käyttöä." - -msgid "" -"For large arrays, we use pooled memory, which can be mapped to either a " -"preallocated buffer or virtual memory." -msgstr "" -"Suurille matriiseille käytetään yhdistettyä muistia, joka voidaan liittää " -"joko valmiiksi varattuun puskuriin tai virtuaalimuistiin." - -msgid "" -"We use our custom String type, as the one provided by STL is too basic and " -"lacks proper internationalization support." -msgstr "" -"Käytämme omaa merkkijono-tyyppiä, koska STL:n tarjoama tyyppi on liian " -"yksinkertainen ja siitä puuttuu kunnollinen kansainvälistämistuki." - -msgid "Why does Godot not use exceptions?" -msgstr "Miksei Godot käytä poikkeuksia?" - -msgid "" -"We believe games should not crash, no matter what. If an unexpected " -"situation happens, Godot will print an error (which can be traced even to " -"script), but then it will try to recover as gracefully as possible and keep " -"going." -msgstr "" -"Me uskomme että pelien ei pidä kaatua, vaikka olisi mikä. Jos odottamaton " -"tilanne tapahtuu, Godot tulostaa virheen (mikä voidaan seurata jopa " -"skriptiin asti), mutta sen jälkeen yrittää toipua mahdollisimman sievästi ja " -"jatkaa toimintaa." - -#, fuzzy -msgid "" -"Additionally, exceptions significantly increase the binary size for the " -"executable." -msgstr "" -"Lisäksi, poikkeukset lisäävät huomattavasti binäärin kokoa suoritettavassa " -"ohjelmassa." - -msgid "Why does Godot not enforce RTTI?" -msgstr "Miksi Godot ei pakota RTTItä?" - -msgid "" -"Godot provides its own type-casting system, which can optionally use RTTI " -"internally. Disabling RTTI in Godot means considerably smaller binary sizes " -"can be achieved, at a little performance cost." -msgstr "" -"Godot tarjoaa oman tyypinvalintajärjestelmänsä, joka voi valinnaisesti " -"käyttää RTTI:tä sisäisesti. RTTI:n poistaminen käytöstä Godotissa tarkoittaa " -"sitä, että voidaan saavuttaa huomattavasti pienempiä binäärikokoja, mutta " -"suorituskyky on hieman heikompi." - -msgid "Does Godot use an ECS (Entity Component System)?" -msgstr "" - -msgid "" -"Godot does **not** use an ECS and relies on inheritance instead. While there " -"is no universally better approach, we found that using an inheritance-based " -"approach resulted in better usability while still being fast enough for most " -"use cases." -msgstr "" - -msgid "" -"That said, nothing prevents you from making use of composition in your " -"project by creating child Nodes with individual scripts. These nodes can " -"then be added and removed at run-time to dynamically add and remove " -"behaviors." -msgstr "" - -msgid "" -"More information about Godot's design choices can be found in `this article " -"`__." -msgstr "" - -#, fuzzy -msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" -msgstr "" -"Miksi Godot ei pakota käyttäjiään toteuttamaan DoD-mallia (Data oriented " -"Design, Tietokanta ensin-suunnittelu) ?" - -#, fuzzy -msgid "" -"While Godot internally attempts to use cache coherency as much as possible, " -"we believe users don't need to be forced to use DOD practices." -msgstr "" -"Vaikka Godot pyrkii sisäisesti käyttämään välimuistin koherenssia " -"mahdollisimman hyvin monissa raskaissa suorituskykytehtävissä, uskomme, että " -"useimpia käyttäjiä ei oikeastaan tarvitse pakottaa käyttämään DoD-käytäntöjä." - -#, fuzzy -msgid "" -"DOD is mostly a cache coherency optimization that can only provide " -"significant performance improvements when dealing with dozens of thousands " -"of objects which are processed every frame with little modification. That " -"is, if you are moving a few hundred sprites or enemies per frame, DOD won't " -"result in a meaningful improvement in performance. In such a case, you " -"should consider a different approach to optimization." -msgstr "" -"DoD on enimmäkseen välimuistin koherenssioptimointi, jolla voidaan saavuttaa " -"merkittäviä suorituskykyparannuksia vain, kun käsitellään kymmeniä tuhansia " -"objekteja (joita käsitellään joka kehys ja joita ei juurikaan muuteta). " -"Toisin sanoen, jos siirrät muutamaa sataa spriteä tai vihollista ruutua " -"kohden, DoD ei auta sinua ja sinun pitäisi harkita erilaista optimointitapaa." - -msgid "" -"The vast majority of games do not need this and Godot provides handy helpers " -"to do the job for most cases when you do." -msgstr "" -"Suurin osa peleistä ei tarvitse tätä ja Godot tarjoaa käteviä apukeinoja " -"tehtävän suorittamiseksi kun tilanne niin vaatii." - -#, fuzzy -msgid "" -"If a game needs to process such a large amount of objects, our " -"recommendation is to use C++ and GDExtensions for performance-heavy tasks " -"and GDScript (or C#) for the rest of the game." -msgstr "" -"Jos tarvitaan peliä, jonka on todella käsiteltävä näin suuri määrä " -"objekteja, suosittelemme käyttämään C++:a ja GDNativea suorituskykyisiin " -"osiin ja GDScriptiä (tai C#:a) muuhun peliin." - -msgid "How can I support Godot development or contribute?" -msgstr "Miten voin tukea Godotin kehitystä tai olla avuksi?" - -msgid "See :ref:`doc_ways_to_contribute`." -msgstr "Katso :ref:`doc_ways_to_contribute`." - -msgid "Who is working on Godot? How can I contact you?" -msgstr "Kuka työstää Godotia? Kuinka voin olla yhteydessä?" - -msgid "" -"See the corresponding page on the `Godot website `_." -msgstr "" -"Katso aiheesta kertovaa sivua `Godotin verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/about/introduction.po b/sphinx/po/fi/LC_MESSAGES/about/introduction.po deleted file mode 100644 index 8dd59417ec..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/introduction.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` page lists " -"video tutorials contributed by the community. If you prefer video to text, " -"consider checking them out. Otherwise, :ref:`Getting Started ` is " -"a great starting point." -msgstr "" -":ref:`Oppaat ja resurssit ` 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 `, " -"especially the Godot `Discord`_ community and `Q&A `_." -msgstr "" -"Jos sinulla on ongelmia jonkin kurssin tai projektin kanssa, voit etsiä " -"helposti apua monilta :ref:`Yhteisö kanavilta `, " -"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 `. 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 `_ 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 ’ _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 ` 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 ` 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 `_ 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 `_." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, 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 ` and :ref:`Writing documentation " -"`, or get in touch with the " -"`Documentation team `_ on " -"`Godot Contributors Chat `_." -msgstr "" - -#, fuzzy -msgid "" -"All documentation content is licensed under the permissive Creative Commons " -"Attribution 3.0 (`CC 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 " -"`_) 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" diff --git a/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po b/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po deleted file mode 100644 index 660fdfa634..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/list_of_features.po +++ /dev/null @@ -1,1692 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "List of features" -msgstr "Ominaisuudet" - -#, fuzzy -msgid "This page aims to list **all** features currently supported by Godot." -msgstr "" -"Tämän sivun tarkoitus on luetella kaikki ne ominaisuudet joita Godot tällä " -"hetkellä tukee." - -#, fuzzy -msgid "" -"This page lists features supported by the current stable version of Godot " -"(4.0). Some of these features may not be available in the `LTS release " -"series (3.x) `__." -msgstr "" -"Tällä sivulla luetellaan Godotin nykyisen vakaan version (3.3) tukemat " -"ominaisuudet. `Lisäominaisuuksia `__ on saatavilla uusimmassa kehitysversiossa " -"(4.0)." - -msgid "Platforms" -msgstr "Alustat" - -msgid "**Can run both the editor and exported projects:**" -msgstr "** Voi ajaa sekä editoria että vietyjä projekteja:**" - -msgid "Windows 7 and later (64-bit and 32-bit)." -msgstr "Windows 7 ja tuoreemmat (64- ja 32-bittiset)." - -msgid "macOS 10.12 and later (64-bit, x86 and ARM)." -msgstr "macOS 10.12 ja uudempi (64-bittinen, x86 ja ARM)." - -#, fuzzy -msgid "Linux (64-bit, x86 and ARM)." -msgstr "Linux (64-bittinen ja 32-bittinen, x86 ja ARM)." - -msgid "" -"Binaries are statically linked and can run on any distribution if compiled " -"on an old enough base distribution." -msgstr "" -"Binäärit on linkitetty staattisesti ja ne voivat toimia millä tahansa " -"jakelulla jos ne on käännetty riittävän vanhalla perusjakelulla." - -msgid "Official binaries are compiled on Ubuntu 14.04." -msgstr "Viralliset binäärit on käännetty Ubuntu 14.04:lle." - -msgid "32-bit binaries can be compiled from source." -msgstr "" - -msgid "Android 6.0 and later (editor support is experimental)." -msgstr "" - -msgid "" -":ref:`Web browsers `. Experimental in 4.0, using " -"Godot 3.x is recommended instead when targeting HTML5." -msgstr "" - -msgid "**Runs exported projects:**" -msgstr "**Viedyt projektit:**" - -#, fuzzy -msgid "iOS 11.0 and later." -msgstr "iOS 10.0 ja uudemmat." - -msgid ":ref:`Consoles `." -msgstr ":ref:`Konsolit `." - -#, fuzzy -msgid "" -"Godot aims to be as platform-independent as possible and can be :ref:`ported " -"to new platforms ` with relative ease." -msgstr "" -"Godot pyrkii olemaan mahdollisimman alustariippumaton, ja se voidaan siirtää " -"uusille alustoille suhteellisen helposti." - -msgid "Editor" -msgstr "Editori" - -msgid "**Features:**" -msgstr "**Ominaisuudet:**" - -msgid "Scene tree editor." -msgstr "Kohtauspuu muokkain." - -#, fuzzy -msgid "Built-in script editor." -msgstr "Sisäänrakennettu teemaeditori." - -msgid "" -"Support for :ref:`external script editors ` such as " -"Visual Studio Code or Vim." -msgstr "" -"Tuki :ref:`ulkoisille komentosarjamuokkaimille ` kuten " -"Visual Studio Code tai Vim." - -msgid "GDScript :ref:`debugger `." -msgstr "GDScript :ref:`debuggeri `." - -msgid "No support for debugging in threads yet." -msgstr "Säikeiden virheenkorjausta ei ole vielä tuettu." - -msgid "" -"Visual profiler with CPU and GPU time indications for each step of the " -"rendering pipeline." -msgstr "" - -msgid "" -"Performance monitoring tools, including :ref:`custom performance monitors " -"`." -msgstr "" - -msgid "Live script reloading." -msgstr "Skriptin uudelleenlataus." - -msgid "Live scene editing." -msgstr "Live-kohtauksen muokkaus." - -msgid "" -"Changes will reflect in the editor and will be kept after closing the " -"running project." -msgstr "" -"Muutokset näkyvät muokkaimessa ja säilyvät käynnissä olevan projektin " -"sulkemisen jälkeen." - -msgid "Remote inspector." -msgstr "Etätarkastaja." - -msgid "" -"Changes won't reflect in the editor and won't be kept after closing the " -"running project." -msgstr "" -"Muutokset eivät näy muokkaimessa eikä niitä säilytetä käynnissä olevan " -"projektin sulkemisen jälkeen." - -msgid "Live camera replication." -msgstr "Kameran reaaliaikainen replikointi." - -msgid "Move the in-editor camera and see the result in the running project." -msgstr "" -"Siirrä muokkaimen sisäistä kameraa ja katso tulos käynnissä olevassa " -"projektissa." - -msgid "Built-in offline class reference documentation." -msgstr "" - -msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Käytä muokkainta kymmenillä yhteisön tuottamilla kielillä." - -msgid "**Plugins:**" -msgstr "**Liitännäiset:**" - -msgid "" -"Editor plugins can be downloaded from the :ref:`asset library " -"` to extend editor functionality." -msgstr "" -"Muokkaimen laajennuksia voi ladata :ref:`asset-kirjastosta " -"` muokkaimen toimintojen laajentamiseksi." - -#, fuzzy -msgid "" -":ref:`Create your own plugins ` using GDScript to add " -"new features or speed up your workflow." -msgstr "" -"Luo omia lisäosia GDScriptin avulla lisätäksesi uusia ominaisuuksia tai " -"nopeuttaaksesi työnkulkuasi." - -#, fuzzy -msgid "" -":ref:`Download projects from the asset library ` " -"in the Project Manager and import them directly." -msgstr "" -"Lataa projekteja projektinhallinnassa olevasta asset-kirjastosta ja tuo ne " -"suoraan." - -msgid "Rendering" -msgstr "" - -msgid "" -"3 rendering *methods* (running over 2 rendering *drivers*) are available:" -msgstr "" - -msgid "" -"**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " -"features). The most advanced graphics backend, suited for desktop platforms " -"only. Used by default on desktop platforms." -msgstr "" - -msgid "" -"**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " -"1.2 features). Less features, but renders simple scenes faster. Suited for " -"mobile and desktop platforms. Used by default on mobile platforms." -msgstr "" - -msgid "" -"**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " -"least advanced graphics backend, suited for low-end desktop and mobile " -"platforms. Used by default on the web platform." -msgstr "" - -msgid "2D graphics" -msgstr "2d grafiikka" - -msgid "Sprite, polygon and line rendering." -msgstr "Sprite-, monikulmio-- ja viivarenderöinti." - -#, fuzzy -msgid "" -"High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " -"and :ref:`class_Line2D`, with support for texturing." -msgstr "" -"Korkean tason työkalut viivojen ja monikulmioiden piirtämiseen, kuten " -"Polygon2D ja Line2D." - -#, fuzzy -msgid "AnimatedSprite2D as a helper for creating animated sprites." -msgstr "AnimatedSprite apuvälineenä animoitujen spritejen luomiseen." - -msgid "Parallax layers." -msgstr "Parallax-kerrokset." - -msgid "Pseudo-3D support including preview in the editor." -msgstr "" - -msgid "" -":ref:`2D lighting ` with normal maps and specular " -"maps." -msgstr "" - -#, fuzzy -msgid "Point (omni/spot) and directional 2D lights." -msgstr "Monisuuntaiset valot." - -#, fuzzy -msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Sekoitus voidaan määrittää pikseli- tai objektikohtaisesti." - -msgid "" -"Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " -"representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " -"which can be used for improved 2D lighting effects including 2D global " -"illumination." -msgstr "" - -msgid "" -":ref:`Font rendering ` using bitmaps, rasterization " -"using FreeType or multi-channel signed distance fields (MSDF)." -msgstr "" - -#, fuzzy -msgid "" -"Bitmap fonts can be exported using tools like BMFont, or imported from " -"images (for fixed-width fonts only)." -msgstr "Bittikarttakirjaisimet voidaan viedä BMFontin kaltaisilla työkaluilla." - -#, fuzzy -msgid "" -"Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " -"emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." -msgstr "" -"DynamicFont tukee yksivärisiä kirjaisimia sekä värillisiä kirjaimia (esim. " -"emoji-kirjoituksia varten). Tuetut formaatit ovat TTF, OTF ja WOFF1." - -#, fuzzy -msgid "" -"Dynamic fonts support optional font outlines with adjustable width and color." -msgstr "" -"DynamicFont tukee valinnaisia kirjaimien ääriviivoja, joiden leveys ja väri " -"ovat säädettävissä." - -msgid "" -"Dynamic fonts support variable fonts and OpenType features including " -"ligatures." -msgstr "" - -msgid "" -"Dynamic fonts support simulated bold and italic when the font file lacks " -"those styles." -msgstr "" - -#, fuzzy -msgid "" -"Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." -msgstr "" -"Tuki kirjasinten ylinäytteenotolle, jotta kirjaimet pysyvät terävinä " -"korkeammilla resoluutioilla." - -msgid "" -"Dynamic fonts support subpixel positioning to make fonts crisper at low " -"sizes." -msgstr "" - -msgid "" -"Dynamic fonts support LCD subpixel optimizations to make fonts even crisper " -"at low sizes." -msgstr "" - -msgid "" -"Signed distance field fonts can be scaled at any resolution without " -"requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " -"to lower sizes better compared to monochrome SDF fonts." -msgstr "" - -#, fuzzy -msgid "" -"GPU-based :ref:`particles ` with support for :ref:" -"`custom particle shaders `." -msgstr "" -"GPU-pohjaiset partikkelit, joissa on tuki mukautetuille " -"partikkelivarjostimille." - -msgid "CPU-based particles." -msgstr "CPU-pohjaiset partikkelit." - -msgid "2D tools" -msgstr "2D työkalut" - -msgid ":ref:`TileMaps ` for 2D tile-based level design." -msgstr "" - -msgid "2D camera with built-in smoothing and drag margins." -msgstr "2D-kamera, jossa on sisäänrakennettu tasoitus ja vetomarginaali." - -msgid "Path2D node to represent a path in 2D space." -msgstr "Path2D-solmu, joka edustaa polkua 2D-avaruudessa." - -msgid "Can be drawn in the editor or generated procedurally." -msgstr "Voidaan piirtää muokkaimessa tai luoda proseduraalisesti." - -msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "PathFollow2D-solmu, jolla saat solmut seuraamaan Path2D:tä." - -#, fuzzy -msgid ":ref:`2D geometry helper class `." -msgstr "2D-geometrian apuluokka." - -msgid "2D physics" -msgstr "2D-fysiikka" - -msgid "**Physics bodies:**" -msgstr "**Fysiikan rungot:**" - -msgid "Static bodies." -msgstr "Staattiset kappaleet." - -msgid "" -"Animatable bodies (for objects moving only by script or animation, such as " -"doors and platforms)." -msgstr "" - -msgid "Rigid bodies." -msgstr "Jäykät rungot." - -#, fuzzy -msgid "Character bodies." -msgstr "Staattiset kappaleet." - -msgid "Joints." -msgstr "Nivelet." - -msgid "Areas to detect bodies entering or leaving it." -msgstr "Alueet, joilla havaitaan sinne saapuvat tai sieltä poistuvat rungot." - -msgid "**Collision detection:**" -msgstr "**Törmäystunnistus:**" - -#, fuzzy -msgid "" -"Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." -msgstr "Sisäänrakennetut muodot: viiva, laatikko, ympyrä, kapseli." - -msgid "" -"Collision polygons (can be drawn manually or generated from a sprite in the " -"editor)." -msgstr "" -"Törmäyspolygonit (voidaan piirtää manuaalisesti tai luoda spriteistä " -"muokkaimessa)." - -msgid "3D graphics" -msgstr "3D grafiikka" - -#, fuzzy -msgid "HDR rendering with sRGB." -msgstr "HDR renderöinti sRGB:llä." - -msgid "Perspective, orthographic and frustum-offset cameras." -msgstr "Perspektiivikamerat, ortografiset kamerat ja frustum-offset-kamerat." - -msgid "" -"When using the Forward+ backend, a depth prepass is used to improve " -"performance in complex scenes by reducing the cost of overdraw." -msgstr "" - -msgid "" -":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " -"Mobile." -msgstr "" - -#, fuzzy -msgid "**Physically-based rendering (built-in material features):**" -msgstr "**Fyysisesti perustuva renderointi:**" - -msgid "Follows the Disney PBR model." -msgstr "Seuraa Disney PBR -mallia." - -msgid "" -"Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse " -"shading modes." -msgstr "" - -msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." -msgstr "" - -msgid "Uses a roughness-metallic workflow with support for ORM textures." -msgstr "Käyttää karheusmetallia ja tukee ORM-tekstuureja." - -msgid "" -"Uses horizon specular occlusion (Filament model) to improve material " -"appearance." -msgstr "" - -msgid "Normal mapping." -msgstr "Normaalimäppäys." - -#, fuzzy -msgid "" -"Parallax/relief mapping with automatic level of detail based on distance." -msgstr "" -"*GLES3:* Parallaksia/reliefikartoitus automaattisella etäisyyteen " -"perustuvalla tarkkuustasolla." - -msgid "Detail mapping for the albedo and normal maps." -msgstr "" - -#, fuzzy -msgid "Sub-surface scattering and transmittance." -msgstr "*GLES3:* Pinnanalainen sironta ja läpäisy." - -msgid "" -"Screen-space refraction with support for material roughness (resulting in " -"blurry refraction)." -msgstr "" - -#, fuzzy -msgid "Proximity fade (soft particles) and distance fade." -msgstr "*GLES3:* Läheisyyden haalistuminen (pehmeät hiukkaset)." - -#, fuzzy -msgid "" -"Distance fade can use alpha blending or dithering to avoid going through the " -"transparent pipeline." -msgstr "" -"Etäisyyshäivytys, joka voi käyttää alfa-sekoitusta tai sekoitusta " -"välttääkseen läpinäkyvän putken läpi kulkemisen." - -msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "Sekoitus voidaan määrittää pikseli- tai objektikohtaisesti." - -msgid "**Real-time lighting:**" -msgstr "**Reaaliaikainen valaistus:**" - -msgid "Directional lights (sun/moon). Up to 4 per scene." -msgstr "Suuntavalot (aurinko/kuu). Jopa 4 per kohtaus." - -msgid "Omnidirectional lights." -msgstr "Monisuuntaiset valot." - -msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Kohdevalot, joissa on säädettävä kartiokulma ja vaimennus." - -#, fuzzy -msgid "Specular energy can be adjusted on a per-light basis." -msgstr "Sekoitus voidaan määrittää pikseli- tai objektikohtaisesti." - -msgid "" -"Adjustable light \"size\" for fake area lights (will also make shadows " -"blurrier)." -msgstr "" - -msgid "" -"Optional distance fade system to fade distant lights and their shadows, " -"improving performance." -msgstr "" - -msgid "" -"When using the Forward+ backend (default on desktop), lights are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of lights that can " -"be used on a mesh." -msgstr "" - -msgid "" -"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " -"can be displayed per mesh resource. Baked lighting can be used to overcome " -"this limit if needed." -msgstr "" - -msgid "**Shadow mapping:**" -msgstr "**Varjokartoitus:**" - -msgid "" -"*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " -"blending between splits." -msgstr "" -"*Suuntavalo:* Ortogonaalinen (nopein), PSSM 2-split ja 4-split. Tukee " -"sekoitusta jakojen välillä." - -msgid "" -"*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). " -"Supports colored projector textures in the form of panoramas." -msgstr "" -"*OmniLight:* Kaksoisparaboloidi (nopea) tai kuutiokartta (hitaampi mutta " -"tarkempi). Tukee värillisiä projektoritekstuureja panoraamojen muodossa." - -#, fuzzy -msgid "*SpotLight:* Single texture. Supports colored projector textures." -msgstr "*SpotLight:* Yksi tekstuuri." - -msgid "" -"Shadow normal offset bias and shadow pancaking to decrease the amount of " -"visible shadow acne and peter-panning." -msgstr "" - -msgid "" -"PCSS-like shadow blur based on the light size and distance from the surface " -"the shadow is cast on." -msgstr "" - -#, fuzzy -msgid "Adjustable shadow blur on a per-light basis." -msgstr "Sekoitus voidaan määrittää pikseli- tai objektikohtaisesti." - -msgid "**Global illumination with indirect lighting:**" -msgstr "**Maailmanlaajuinen valaistus epäsuoralla valaistuksella:**" - -msgid "Baked lightmaps (fast, but can't be updated at run-time)." -msgstr "" -"Paistetut valokartat (nopea, mutta niitä ei voi päivittää suorituksen " -"aikana)." - -msgid "" -"Supports baking indirect light only or baking both direct and indirect " -"lighting. The bake mode can be adjusted on a per-light basis to allow for " -"hybrid light baking setups." -msgstr "" -"Tukee vain epäsuoran valon tai sekä suoran, että epäsuoran valaistuksen " -"paistamista. Paistotilaa voidaan säätää valaisinkohtaisesti hybridivalojen " -"paistoasetusten mahdollistamiseksi." - -#, fuzzy -msgid "" -"Supports lighting dynamic objects using automatic and manually placed probes." -msgstr "" -"Tukee dynaamisten kohteiden valaistusta automaattisella " -"kahdeksikkopohjaisella järjestelmällä. Manuaalista anturin sijoittelua ei " -"tarvita." - -msgid "" -"Optionally supports directional lighting and rough reflections based on " -"spherical harmonics." -msgstr "" - -msgid "" -"Lightmaps are baked on the GPU using compute shaders (much faster compared " -"to CPU lightmapping). Baking can only be performed from the editor, not in " -"exported projects." -msgstr "" - -msgid "" -"Voxel-based GI probes. Supports dynamic lights *and* dynamic occluders, " -"while also supporting reflections. Requires a fast baking step which can be " -"performed in the editor or at run-time (including from an exported project)." -msgstr "" - -msgid "" -"Signed-distance field GI designed for large open worlds. Supports dynamic " -"lights, but not dynamic occluders. Supports reflections. No baking required." -msgstr "" - -msgid "" -"Screen-space indirect lighting (SSIL) at half or full resolution. Fully real-" -"time and supports any kind of emissive light source (including decals)." -msgstr "" - -msgid "" -"VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " -"resolution to improve performance (while still having functional MSAA " -"support)." -msgstr "" - -msgid "**Reflections:**" -msgstr "**Heijastukset:**" - -msgid "" -"Voxel-based reflections (when using GI probes) and SDF-based reflections " -"(when using signed distance field GI)." -msgstr "" - -#, fuzzy -msgid "" -"Fast baked reflections or slow real-time reflections using ReflectionProbe. " -"Parallax box correction can optionally be enabled." -msgstr "" -"Nopeat paistetut heijastukset tai hitaat reaaliaikaiset heijastukset " -"käyttämällä ReflectionProbea. Parallaksikorjaus voidaan ottaa valinnaisesti " -"käyttöön." - -msgid "Screen-space reflections with support for material roughness." -msgstr "" - -msgid "" -"Reflection techniques can be mixed together for greater accuracy or " -"scalability." -msgstr "" -"Heijastustekniikoita voidaan sekoittaa yhteen tarkkuuden tai skaalautuvuuden " -"lisäämiseksi." - -msgid "" -"When using the Forward+ backend (default on desktop), reflection probes are " -"rendered with clustered forward optimizations to decrease their individual " -"cost. Clustered rendering also lifts any limits on the number of reflection " -"probes that can be used on a mesh." -msgstr "" - -msgid "" -"When using the Forward Mobile backend, up to 8 reflection probes can be " -"displayed per mesh resource." -msgstr "" - -#, fuzzy -msgid "**Decals:**" -msgstr "**Ominaisuudet:**" - -msgid "" -"Supports albedo, emissive, :abbr:`ORM (Occlusion Roughness Metallic)` and " -"normal mapping." -msgstr "" - -msgid "" -"Texture channels are smoothly overlaid on top of the underlying material, " -"with support for normal/ORM-only decals." -msgstr "" - -msgid "" -"Support for normal fade to fade the decal depending on its incidence angle." -msgstr "" - -msgid "" -"Does not rely on run-time mesh generation. This means decals can be used on " -"complex skinned meshes with no performance penalty, even if the decal moves " -"every frame." -msgstr "" - -#, fuzzy -msgid "" -"Support for nearest, bilinear, trilinear or anisotropic texture filtering " -"(configured globally)." -msgstr "Lähin, bilineaarinen, trilineaarinen tai anisotrooppinen suodatus." - -msgid "" -"When using the Forward+ backend (default on desktop), decals are rendered " -"with clustered forward optimizations to decrease their individual cost. " -"Clustered rendering also lifts any limits on the number of decals that can " -"be used on a mesh." -msgstr "" - -msgid "" -"When using the Forward Mobile backend, up to 8 decals can be displayed per " -"mesh resource." -msgstr "" - -msgid "**Sky:**" -msgstr "**Taivas:**" - -msgid "Panorama sky (using an HDRI)." -msgstr "Panoraamataivas (HDRI:n avulla)." - -msgid "" -"Procedural sky and Physically-based sky that respond to the " -"DirectionalLights in the scene." -msgstr "" - -msgid "" -"Support for :ref:`custom sky shaders `, which can be " -"animated." -msgstr "" - -msgid "" -"The radiance map used for ambient and specular light can be updated in real-" -"time depending on the quality settings chosen." -msgstr "" - -msgid "**Fog:**" -msgstr "**Sumu:**" - -msgid "Exponential depth fog." -msgstr "" - -msgid "Exponential height fog." -msgstr "" - -#, fuzzy -msgid "" -"Support for automatic fog color depending on the sky color (aerial " -"perspective)." -msgstr "" -"Tuki automaattiselle syvyyssumuvärille kameran suunnasta riippuen " -"(vastaamaan auringon väriä)." - -#, fuzzy -msgid "Support for sun scattering in the fog." -msgstr "Tuki visuaalisen sävyttimen liitännäisille." - -msgid "**Volumetric fog:**" -msgstr "" - -msgid "" -"Global :ref:`volumetric fog ` that reacts to lights and " -"shadows." -msgstr "" - -msgid "" -"Volumetric fog can take indirect light into account when using VoxelGI or " -"SDFGI." -msgstr "" - -msgid "" -"Fog volume nodes that can be placed to add fog to specific areas (or remove " -"fog from specific areas)." -msgstr "" - -msgid "Each fog volume can have its own custom shader." -msgstr "" - -msgid "Can be used together with traditional fog." -msgstr "" - -msgid "**Particles:**" -msgstr "**Partikkelit:**" - -msgid "" -"GPU-based particles with support for subemitters (2D + 3D), trails (2D + " -"3D), attractors (3D only) and collision (2D + 3D)." -msgstr "" - -msgid "" -"3D particle attractor shapes supported: box, sphere and 3D vector fields." -msgstr "" - -msgid "" -"3D particle collision shapes supported: box, sphere, baked signed distance " -"field and real-time heightmap (suited for open world weather effects)." -msgstr "" - -msgid "" -"2D particle collision is handled using a signed distance field generated in " -"real-time based on :ref:`class_LightOccluder2D` nodes in the scene." -msgstr "" - -msgid "" -"Trails can use the built-in ribbon trail and tube trail meshes, or custom " -"meshes with skeletons." -msgstr "" - -msgid "Support for custom particle shaders with manual emission." -msgstr "" - -msgid "**Post-processing:**" -msgstr "**Jälkikäsittely:**" - -msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Tonemapping (Lineaarinen, Reinhard, Filmic, ACES)." - -#, fuzzy -msgid "" -"Automatic exposure adjustments based on viewport brightness (and manual " -"exposure override)." -msgstr "" -"*GLES3:* Automaattiset valotuksen säädöt näyttöikkunan kirkkauden " -"perusteella." - -msgid "" -"Near and far depth of field with adjustable bokeh simulation (box, hexagon, " -"circle)." -msgstr "" - -#, fuzzy -msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." -msgstr "*GLES3:* Ruututilan ambient-peitto." - -#, fuzzy -msgid "" -"Glow/bloom with optional bicubic upscaling and several blend modes " -"available: Screen, Soft Light, Add, Replace, Mix." -msgstr "" -"Hehku/kukinta valinnaisella bicubic-skaalaustoiminnolla ja useilla " -"sekoitustiloilla: Näyttö, Pehmeä valo, Lisää, Korvaa." - -msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." -msgstr "" - -#, fuzzy -msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." -msgstr "Värikorjaus yhdellä ulottuvuudella." - -msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "" - -msgid "Brightness, contrast and saturation adjustments." -msgstr "Kirkkauden, kontrastin ja kylläisyyden säädöt." - -msgid "**Texture filtering:**" -msgstr "**Tekstuurisuodatus:**" - -msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Lähin, bilineaarinen, trilineaarinen tai anisotrooppinen suodatus." - -#, fuzzy -msgid "" -"Filtering options are defined on a per-use basis, not a per-texture basis." -msgstr "Sekoitus voidaan määrittää pikseli- tai objektikohtaisesti." - -msgid "**Texture compression:**" -msgstr "**Tekstuurin pakkaus:**" - -msgid "Basis Universal (slow, but results in smaller files)." -msgstr "" - -#, fuzzy -msgid "BPTC for high-quality compression (not supported on macOS)." -msgstr "*GLES3:* BPTC korkealaatuista pakkausta varten (ei tueta macOS:ssä)." - -#, fuzzy -msgid "ETC2 (not supported on macOS)." -msgstr "*GLES3:* ETC2 (ei tuettu macOS:ssä)." - -#, fuzzy -msgid "S3TC (not supported on mobile/Web platforms)." -msgstr "Huippuluokan visuaalinen ilme. Suositellaan työpöydille." - -msgid "**Anti-aliasing:**" -msgstr "" - -msgid "Temporal :ref:`antialiasing ` (TAA)." -msgstr "" - -msgid "" -"Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" -"ref:`doc_3d_antialiasing`." -msgstr "" - -#, fuzzy -msgid "Fast approximate antialiasing (FXAA)." -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " -"resolution scale above 1.0." -msgstr "" - -msgid "" -"Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" -"material basis." -msgstr "" - -#, fuzzy -msgid "**Resolution scaling:**" -msgstr "**Heijastukset:**" - -msgid "" -"Support for :ref:`rendering 3D at a lower resolution " -"` while keeping 2D rendering at the original scale. " -"This can be used to improve performance on low-end systems or improve " -"visuals on high-end systems." -msgstr "" - -msgid "" -"Resolution scaling uses bilinear filtering or AMD FidelityFX Super " -"Resolution 1.0 (FSR)." -msgstr "" - -msgid "" -"Texture mipmap LOD bias is adjusted automatically to improve quality at " -"lower resolution scales. It can also be modified with a manual offset." -msgstr "" - -msgid "" -"Most effects listed above can be adjusted for better performance or to " -"further improve quality. This can be helpful when :ref:`using Godot for " -"offline rendering `." -msgstr "" - -#, fuzzy -msgid "3D tools" -msgstr "Työkalut" - -msgid "" -"Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " -"torus, ribbon, tube." -msgstr "" - -msgid ":ref:`GridMaps ` for 3D tile-based level design." -msgstr "" - -msgid "" -":ref:`Constructive solid geometry ` (intended for " -"prototyping)." -msgstr "" - -msgid "" -"Tools for :ref:`procedural geometry generation `." -msgstr "" -"Työkaluja :ref:`proseduraalisen geometrian luontiin " -"`." - -msgid "Path3D node to represent a path in 3D space." -msgstr "" - -msgid "PathFollow3D node to make nodes follow a Path3D." -msgstr "" - -#, fuzzy -msgid ":ref:`3D geometry helper class `." -msgstr "2D-geometrian apuluokka." - -msgid "" -"Support for exporting the current scene as a glTF 2.0 file, both from the " -"editor and at run-time from an exported project." -msgstr "" - -#, fuzzy -msgid "3D physics" -msgstr "Fysiikkamallinnus" - -msgid "Vehicle bodies (intended for arcade physics, not simulation)." -msgstr "" - -msgid "Soft bodies." -msgstr "" - -msgid "Ragdolls." -msgstr "" - -msgid "" -"Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite " -"plane)." -msgstr "" - -msgid "Generate triangle collision shapes for any mesh from the editor." -msgstr "" - -msgid "" -"Generate one or several convex collision shapes for any mesh from the editor." -msgstr "" - -msgid "Shaders" -msgstr "" - -msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "" - -msgid "*3D:* Custom vertex, fragment, light, and sky shaders." -msgstr "" - -msgid "" -"Text-based shaders using a :ref:`shader language inspired by GLSL " -"`." -msgstr "" - -msgid "Visual shader editor." -msgstr "Visuaalinen sävytineditori." - -msgid "Support for visual shader plugins." -msgstr "Tuki visuaalisen sävyttimen liitännäisille." - -msgid "Scripting" -msgstr "Skriptaus" - -#, fuzzy -msgid "**General:**" -msgstr "Yleistä" - -msgid "Object-oriented design pattern with scripts extending nodes." -msgstr "" - -msgid "Signals and groups for communicating between scripts." -msgstr "" - -msgid "" -"Support for :ref:`cross-language scripting `." -msgstr "" - -msgid "" -"Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." -msgstr "" - -msgid ":ref:`GDScript: `" -msgstr "" - -msgid "" -":ref:`High-level interpreted language ` with :ref:`optional " -"static typing `." -msgstr "" - -msgid "" -"Syntax inspired by Python. However, GDScript is **not** based on Python." -msgstr "" - -msgid "Syntax highlighting is provided on GitHub." -msgstr "" - -msgid "" -":ref:`Use threads ` to perform asynchronous " -"actions or make use of multiple processor cores." -msgstr "" - -msgid ":ref:`C#: `" -msgstr "" - -msgid "Packaged in a separate binary to keep file sizes and dependencies down." -msgstr "" - -msgid "Uses .NET 6." -msgstr "" - -msgid "Full support for the C# 10.0 syntax and features." -msgstr "" - -msgid "" -"Supports Windows, Linux and macOS. Mobile/web platforms are currently " -"unsupported. To use C# on mobile/web platforms, use Godot 3 instead." -msgstr "" - -msgid "" -"Using an external editor is recommended to benefit from IDE functionality." -msgstr "" - -msgid "**GDExtension (C, C++, Rust, D, ...):**" -msgstr "" - -msgid "" -"When you need it, link to native libraries for higher performance and third-" -"party integrations." -msgstr "" - -msgid "" -"For scripting game logic, GDScript or C# are recommended if their " -"performance is suitable." -msgstr "" - -msgid "" -"Official GDExtension bindings for `C `__ and `C++ `__." -msgstr "" - -msgid "Use any build system and language features you wish." -msgstr "" - -msgid "" -"Actively developed GDExtension bindings for `D `__, `Haxe `__, `Python " -"`__, and `Rust `__ bindings provided by the community. (Some of " -"these bindings may be experimental and not production-ready)." -msgstr "" - -msgid "Audio" -msgstr "Äänet" - -msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "" - -msgid "Non-positional and positional playback in 2D and 3D." -msgstr "" - -msgid "Optional Doppler effect in 2D and 3D." -msgstr "" - -msgid "" -"Support for re-routable :ref:`audio buses ` and effects " -"with dozens of effects included." -msgstr "" - -msgid "" -"Support for polyphony (playing several sounds from a single " -"AudioStreamPlayer node)." -msgstr "" - -#, fuzzy -msgid "Support for random volume and pitch." -msgstr "Tuki visuaalisen sävyttimen liitännäisille." - -#, fuzzy -msgid "Support for real-time pitch scaling." -msgstr "Tuki visuaalisen sävyttimen liitännäisille." - -msgid "" -"Support for sequential/random sample selection, including repetition " -"prevention when using random sample selection." -msgstr "" - -msgid "" -"Listener2D and Listener3D nodes to listen from a position different than the " -"camera." -msgstr "" - -#, fuzzy -msgid "" -"Support for :ref:`procedural audio generation `." -msgstr "" -"Työkaluja :ref:`proseduraalisen geometrian luontiin " -"`." - -msgid "Audio input to record microphones." -msgstr "" - -msgid "MIDI input." -msgstr "MIDI-syöte." - -msgid "No support for MIDI output yet." -msgstr "" - -msgid "**APIs used:**" -msgstr "" - -msgid "*Windows:* WASAPI." -msgstr "" - -msgid "*macOS:* CoreAudio." -msgstr "" - -msgid "*Linux:* PulseAudio or ALSA." -msgstr "" - -msgid "Import" -msgstr "Tuo" - -msgid "Support for :ref:`custom import plugins `." -msgstr "" - -#, fuzzy -msgid "**Formats:**" -msgstr "Muoto" - -#, fuzzy -msgid "*Images:* See :ref:`doc_importing_images`." -msgstr "*Kuvat:* Katso :ref:`doc_import_images`." - -#, fuzzy -msgid "*Audio:*" -msgstr "Äänet" - -msgid "WAV with optional IMA-ADPCM compression." -msgstr "" - -msgid "Ogg Vorbis." -msgstr "" - -msgid "MP3." -msgstr "" - -#, fuzzy -msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." -msgstr "*Kuvat:* Katso :ref:`doc_import_images`." - -msgid "glTF 2.0 *(recommended)*." -msgstr "" - -msgid "" -"``.blend`` (by calling Blender's glTF export functionality transparently)." -msgstr "" - -msgid "" -"FBX (by calling `FBX2glTF `__ " -"transparently)." -msgstr "" - -msgid "Collada (.dae)." -msgstr "" - -msgid "" -"Wavefront OBJ (static scenes only, can be loaded directly as a mesh or " -"imported as a 3D scene)." -msgstr "" - -msgid "" -"Support for loading glTF 2.0 scenes at run-time, including from an exported " -"project." -msgstr "" - -msgid "" -"3D meshes use `Mikktspace `__ to generate " -"tangents on import, which ensures consistency with other 3D applications " -"such as Blender." -msgstr "" - -msgid "Input" -msgstr "Syöte" - -msgid "" -":ref:`Input mapping system ` using hardcoded input " -"events or remappable input actions." -msgstr "" - -msgid "" -"Axis values can be mapped to two different actions with a configurable " -"deadzone." -msgstr "" - -msgid "Use the same code to support both keyboards and gamepads." -msgstr "" - -msgid "Keyboard input." -msgstr "Näppäimistösyöte." - -msgid "" -"Keys can be mapped in \"physical\" mode to be independent of the keyboard " -"layout." -msgstr "" - -msgid "Mouse input." -msgstr "Hiirisyöte." - -msgid "" -"The mouse cursor can be visible, hidden, captured or confined within the " -"window." -msgstr "" - -msgid "" -"When captured, raw input will be used on Windows and Linux to sidestep the " -"OS' mouse acceleration settings." -msgstr "" - -msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "" - -msgid "Pen/tablet input with pressure support." -msgstr "" - -msgid "Navigation" -msgstr "Navigointi" - -msgid "" -"A* algorithm in :ref:`2D ` and :ref:`3D `." -msgstr "" - -msgid "" -"Navigation meshes with dynamic obstacle avoidance in :ref:`2D " -"` and :ref:`3D `." -msgstr "" - -msgid "" -"Generate navigation meshes from the editor or at run-time (including from an " -"exported project)." -msgstr "" - -msgid "Networking" -msgstr "" - -msgid "" -"Low-level TCP networking using :ref:`class_StreamPeer` and :ref:" -"`class_TCPServer`." -msgstr "" - -msgid "" -"Low-level UDP networking using :ref:`class_PacketPeer` and :ref:" -"`class_UDPServer`." -msgstr "" - -msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." -msgstr "" - -msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." -msgstr "" - -msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "" - -msgid "" -":ref:`High-level multiplayer ` API using UDP and " -"ENet." -msgstr "" - -msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "" - -msgid "Supports unreliable, reliable and ordered transfers." -msgstr "" - -msgid "" -":ref:`WebSocket ` client and server, available on all " -"platforms." -msgstr "" - -msgid "" -":ref:`WebRTC ` client and server, available on all platforms." -msgstr "" - -msgid "" -"Support for :ref:`UPnP ` to sidestep the requirement to forward " -"ports when hosting a server behind a NAT." -msgstr "" - -msgid "Internationalization" -msgstr "" - -msgid "Full support for Unicode including emoji." -msgstr "" - -msgid "" -"Store localization strings using :ref:`CSV ` " -"or :ref:`gettext `." -msgstr "" - -msgid "Support for generating gettext POT and PO files from the editor." -msgstr "" - -msgid "" -"Use localized strings in your project automatically in GUI elements or by " -"using the ``tr()`` function." -msgstr "" - -msgid "" -"Support for pluralization and translation contexts when using gettext " -"translations." -msgstr "" - -msgid "" -"Support for :ref:`bidirectional typesetting " -"`, text shaping and OpenType localized " -"forms." -msgstr "" - -msgid "Automatic UI mirroring for right-to-left locales." -msgstr "" - -msgid "" -"Support for pseudolocalization to test your project for i18n-friendliness." -msgstr "" - -msgid "Windowing and OS integration" -msgstr "" - -msgid "Spawn multiple independent windows within a single process." -msgstr "" - -msgid "Move, resize, minimize, and maximize windows spawned by the project." -msgstr "" - -msgid "Change the window title and icon." -msgstr "" - -msgid "" -"Request attention (will cause the title bar to blink on most platforms)." -msgstr "" - -msgid "Fullscreen mode." -msgstr "Koko näytön tila." - -msgid "" -"Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " -"can optionally use exclusive fullscreen to reduce input lag." -msgstr "" - -msgid "Borderless windows (fullscreen or non-fullscreen)." -msgstr "" - -msgid "Ability to keep a window always on top." -msgstr "" - -msgid "Global menu integration on macOS." -msgstr "" - -msgid "" -"Execute commands in a blocking or non-blocking manner (including running " -"multiple instances of the same project)." -msgstr "" - -msgid "" -"Open file paths and URLs using default or custom protocol handlers (if " -"registered on the system)." -msgstr "" - -msgid "Parse custom command line arguments." -msgstr "Komentoriviargumenttien jäsennys." - -msgid "" -"Any Godot binary (editor or exported project) can be :ref:`used as a " -"headless server ` by starting it with " -"the ``--headless`` command line argument. This allows running the engine " -"without a GPU or display server." -msgstr "" - -msgid "Mobile" -msgstr "" - -msgid "" -"In-app purchases on :ref:`Android ` and :ref:" -"`iOS `." -msgstr "" - -msgid "Support for advertisements using third-party modules." -msgstr "" - -msgid "XR support (AR and VR)" -msgstr "" - -msgid "Out of the box :ref:`support for OpenXR `." -msgstr "" - -msgid "" -"Including support for popular headsets like the Meta Quest and the Valve " -"Index." -msgstr "" - -msgid "Support for ARKit on iOS out of the box." -msgstr "" - -#, fuzzy -msgid "Support for the OpenVR APIs." -msgstr "Tuki visuaalisen sävyttimen liitännäisille." - -#, fuzzy -msgid "GUI system" -msgstr "Skenejärjestelmä" - -msgid "" -"Godot's GUI is built using the same Control nodes used to make games in " -"Godot. The editor UI can easily be extended in many ways using add-ons." -msgstr "" - -#, fuzzy -msgid "**Nodes:**" -msgstr "Solmut" - -msgid "Buttons." -msgstr "Painikkeet." - -msgid "Checkboxes, check buttons, radio buttons." -msgstr "" - -msgid "" -"Text entry using :ref:`class_LineEdit` (single line) and :ref:" -"`class_TextEdit` (multiple lines). TextEdit also supports code editing " -"features such as displaying line numbers and syntax highlighting." -msgstr "" - -msgid "" -"Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." -msgstr "" - -msgid "Scrollbars." -msgstr "" - -msgid "Labels." -msgstr "Selitteet." - -msgid "" -"RichTextLabel for :ref:`text formatted using BBCode " -"`, with support for animated custom effects." -msgstr "" - -msgid "Trees (can also be used to represent tables)." -msgstr "" - -msgid "Color picker with RGB and HSV modes." -msgstr "" - -msgid "Controls can be rotated and scaled." -msgstr "" - -msgid "**Sizing:**" -msgstr "" - -msgid "Anchors to keep GUI elements in a specific corner, edge or centered." -msgstr "" - -msgid "Containers to place GUI elements automatically following certain rules." -msgstr "" - -msgid ":ref:`Stack ` layouts." -msgstr "" - -msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Ruudukkoasettelu `." - -msgid "" -":ref:`Flow ` layouts (similar to autowrapping text)." -msgstr "" - -msgid "" -":ref:`Margin `, :ref:`centered " -"` and :ref:`aspect ratio " -"` layouts." -msgstr "" - -msgid ":ref:`Draggable splitter ` layouts." -msgstr "" - -msgid "" -"Scale to :ref:`multiple resolutions ` using the " -"``canvas_items`` or ``viewport`` stretch modes." -msgstr "" - -msgid "" -"Support any aspect ratio using anchors and the ``expand`` stretch aspect." -msgstr "" - -msgid "**Theming:**" -msgstr "" - -msgid "Built-in theme editor." -msgstr "Sisäänrakennettu teemaeditori." - -msgid "Generate a theme based on the current editor theme settings." -msgstr "" - -msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." -msgstr "" - -msgid "" -"Supports rounded/beveled corners, drop shadows, per-border widths and " -"antialiasing." -msgstr "" - -msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." -msgstr "" - -msgid "" -"Godot's small distribution size can make it a suitable alternative to " -"frameworks like Electron or Qt." -msgstr "" - -msgid "Animation" -msgstr "Animaatio" - -msgid "Direct kinematics and inverse kinematics." -msgstr "" - -msgid "Support for animating any property with customizable interpolation." -msgstr "" - -msgid "Support for calling methods in animation tracks." -msgstr "" - -msgid "Support for playing sounds in animation tracks." -msgstr "" - -msgid "Support for Bézier curves in animation." -msgstr "" - -#, fuzzy -msgid "File formats" -msgstr "Muoto" - -msgid "" -"Scenes and resources can be saved in :ref:`text-based " -"` or binary formats." -msgstr "" - -msgid "" -"Text-based formats are human-readable and more friendly to version control." -msgstr "" - -msgid "Binary formats are faster to save/load for large scenes/resources." -msgstr "" - -msgid "Read and write text or binary files using :ref:`class_FileAccess`." -msgstr "" - -msgid "Can optionally be compressed or encrypted." -msgstr "" - -msgid "Read and write :ref:`class_JSON` files." -msgstr "" - -msgid "" -"Read and write INI-style configuration files using :ref:`class_ConfigFile`." -msgstr "" - -msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." -msgstr "" - -msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "" - -msgid "" -"Read and write ZIP files using :ref:`class_ZIPReader` and :ref:" -"`class_ZIPPacker`." -msgstr "" - -msgid "" -"Pack game data into a PCK file (custom format optimized for fast seeking), " -"into a ZIP archive, or directly into the executable for single-file " -"distribution." -msgstr "" - -msgid "" -":ref:`Export additional PCK files` that can be read by " -"the engine to support mods and DLCs." -msgstr "" - -msgid "Miscellaneous" -msgstr "Sekalaista" - -msgid "" -":ref:`Video playback ` with built-in support for Ogg " -"Theora." -msgstr "" - -msgid "" -":ref:`Movie Maker mode ` to record videos from a " -"running project with synchronized audio and perfect frame pacing." -msgstr "" - -msgid "" -":ref:`Low-level access to servers ` which allows " -"bypassing the scene tree's overhead when needed." -msgstr "" - -#, fuzzy -msgid "" -":ref:`Command line interface ` for automation." -msgstr "Komentorivikäyttöliittymä automointia varten." - -msgid "Export and deploy projects using continuous integration platforms." -msgstr "" - -msgid "" -"`Shell completion scripts `__ are available for Bash, zsh and fish." -msgstr "" - -msgid "" -"Print colored text to standard output on all platforms using :ref:" -"`print_rich `." -msgstr "" - -msgid "" -"Support for :ref:`C++ modules ` statically linked " -"into the engine binary." -msgstr "" - -msgid "Engine and editor written in C++17." -msgstr "" - -msgid "" -"Can be :ref:`compiled ` using GCC, " -"Clang and MSVC. MinGW is also supported." -msgstr "" - -msgid "" -"Friendly towards packagers. In most cases, system libraries can be used " -"instead of the ones provided by Godot. The build system doesn't download " -"anything. Builds can be fully reproducible." -msgstr "" - -msgid "Licensed under the permissive MIT license." -msgstr "" - -msgid "" -"Open development process with :ref:`contributions welcome " -"`." -msgstr "" - -msgid "" -"The `Godot proposals repository `__ lists features that have been requested by the community and " -"may be implemented in future Godot releases." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/about/release_policy.po b/sphinx/po/fi/LC_MESSAGES/about/release_policy.po deleted file mode 100644 index ca74e6fd07..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/release_policy.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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 `_ for more " -"information." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po b/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po deleted file mode 100644 index d4bac0106d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/about/troubleshooting.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__. 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 `__ 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 `__ " -"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 " -"`__, 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 `__." -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 `__. 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 `__ 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 " -"` 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 " -"` -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" diff --git a/sphinx/po/fi/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/fi/LC_MESSAGES/community/asset_library/index.po deleted file mode 100644 index 46c1419016..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/asset_library/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/fi/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po deleted file mode 100644 index 1240481f83..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ " -"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. `_" -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 `_ 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//" -"`." -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///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 `_ 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 " -"`_ . 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 `_, 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" diff --git a/sphinx/po/fi/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/fi/LC_MESSAGES/community/asset_library/using_assetlib.po deleted file mode 100644 index 7f3476330b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/asset_library/using_assetlib.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_. " -"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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/fi/LC_MESSAGES/community/asset_library/what_is_assetlib.po deleted file mode 100644 index b24169d907..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_." -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 `_, 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" diff --git a/sphinx/po/fi/LC_MESSAGES/community/channels.po b/sphinx/po/fi/LC_MESSAGES/community/channels.po deleted file mode 100644 index a971183f67..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/channels.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Q&A" -msgstr "Kysymykset ja vastaukset" - -msgid "`Official Godot Questions & Answers `_" -msgstr "" - -msgid "Rocket.Chat" -msgstr "" - -#, fuzzy -msgid "`Godot Contributors Chat `_" -msgstr "" -"Jos käytät Blenderiä, vilkaise omaa `Better Collada Exporter `_ 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 `_" -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 `_" -msgstr "" - -msgid "" -"`Matrix (IRC compatible) `_" -msgstr "" - -#, fuzzy -msgid "Language-based communities" -msgstr "Valtava yhteisö" - -msgid "" -"See the `User groups `_ page " -"of the website for a list of local communities." -msgstr "" - -msgid "Social networks" -msgstr "" - -msgid "`GitHub `_" -msgstr "" - -msgid "`Facebook group `_" -msgstr "" - -msgid "" -"`Twitter `_ (see also the `#GodotEngine " -"`_ hashtag)" -msgstr "" - -msgid "`Reddit `_" -msgstr "" - -msgid "`YouTube `_" -msgstr "" - -msgid "`Steam `_" -msgstr "" - -msgid "Forum" -msgstr "" - -msgid "`Godot Forums `_" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/community/tutorials.po b/sphinx/po/fi/LC_MESSAGES/community/tutorials.po deleted file mode 100644 index e01d113797..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/community/tutorials.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ full of official and " -"community resources too! Also, have a look at this `huge list over at Reddit " -"`_." -msgstr "" - -msgid "" -"Think there is something missing here? Feel free to submit a `Pull Request " -"`_ as always." -msgstr "" - -msgid "Where to start" -msgstr "" - -msgid "" -"The Godot video tutorials by `GDQuest `_, `Game from Scratch `_ " -"and `KidsCanCode `_ 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 `_ 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 `_ or `in the browser `_." -msgstr "" - -msgid "" -"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D " -"or shaders." -msgstr "" - -msgid "Video tutorials" -msgstr "" - -msgid "" -"`Godot Tutorials `_ (2D, GDScript, Programming Basics)." -msgstr "" - -msgid "" -"`Emilio `_ (2D, " -"GDScript)." -msgstr "" - -msgid "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript and C#)." -msgstr "" - -msgid "" -"`GDQuest `_ (2D and 3D, GDScript and C#)." -msgstr "" - -msgid "" -"`Game Development Center `_ " -"(2D, networked multiplayer, GDScript)." -msgstr "" - -msgid "" -"`Game Endeavor `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Game from Scratch `_ (2D and 3D, " -"GDScript and C#)." -msgstr "" - -msgid "" -"`HeartBeast `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`KidsCanCode `__ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`Mister Taft Creates `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Miziziziz `_ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`P1X / Krzysztof Jankowski `_ (3D)." -msgstr "" - -msgid "" -"`Pigdev `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Steincodes `__ (2D, " -"GDScript)." -msgstr "" - -msgid "" -"`TheBuffED `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Code with Tom `_ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`BornCG `_ (2D and 3D, GDScript)." -msgstr "" - -msgid "" -"`TheGuideKnight `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`GDScript Dude `_ " -"(GDScript)." -msgstr "" - -msgid "`Garbaj `_ (3D, GDScript)." -msgstr "" - -msgid "" -"`Kasper Frandsen `_ (3D, Shaders)." -msgstr "" - -msgid "" -"`bitbrain `_ (2D, GDScript)." -msgstr "" - -msgid "`Gwizz `_ (2D, GDScript)." -msgstr "" - -msgid "`Quiver `_ (2D, GDScript)." -msgstr "" - -msgid "" -"`Maker Tech `_ (2D, GDScript)." -msgstr "" - -msgid "Text tutorials" -msgstr "Tekstioppaat" - -msgid "`FinepointCGI website by Mitch `__" -msgstr "" - -msgid "`GDScript website by Andrew Wilkes `__" -msgstr "" - -msgid "" -"`Godot Recipes by KidsCanCode `__" -msgstr "" - -msgid "" -"`Godot Tutorials by SomethingLikeGames `__" -msgstr "" - -msgid "Devlogs" -msgstr "" - -msgid "" -"`Andrea Catania (Physics & AI) `_" -msgstr "" - -msgid "" -"`Bastiaan Olij (AR & VR) `_" -msgstr "" - -msgid "`DevDuck (2D) `_" -msgstr "" - -msgid "Resources" -msgstr "Resurssit" - -msgid "" -"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons " -"`_" -msgstr "" - -msgid "" -"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz " -"`_" -msgstr "" -"`Zeef Godot Engine: Kuratoitu hakemisto resursseja Andre Schmitziltä " -"`_" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po deleted file mode 100644 index c6c67c2a85..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/code_style_guidelines.po deleted file mode 100644 index f06a35b664..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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 `__ 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 `__, or if you are on a Debian derivative, " -"use the `upstream repos `__." -msgstr "" - -msgid "" -"macOS and Windows: You can download precompiled binaries from the `LLVM " -"website `__. 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 `__" -msgstr "" - -msgid "" -"Visual Studio Code: `Clang-Format `__" -msgstr "" - -msgid "" -"Visual Studio: `ClangFormat `__" -msgstr "" - -msgid "vim: `vim-clang-format `__" -msgstr "" - -msgid "" -"CLion: Starting from version ``2019.1``, no plugin is required. Instead, " -"enable `ClangFormat `__" -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 ``. 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 `__. Blacken your Python changes using `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 `__." -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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po deleted file mode 100644 index 828d3f6ac6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `_." -msgstr "" - -msgid "`SCons 3.0+ `_ build system." -msgstr "" - -msgid "" -"`Android SDK `_ " -"(command-line tools are sufficient)." -msgstr "" -"`Android SDK `_ " -"(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 `_." -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 `." -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\\\\``" -msgstr "" - -msgid "Linux: ``$HOME/.local/share/godot/export_templates//``" -msgstr "" - -msgid "" -"macOS: ``$HOME/Library/Application Support/Godot/export_templates//" -"``" -msgstr "" - -msgid "" -"```` 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 " -"` 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 `_:" -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//`` where ```` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po deleted file mode 100644 index e4f23cb5e1..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `_." -msgstr "" - -msgid "`SCons 3.0+ `_ build system." -msgstr "" - -msgid "" -"`Xcode `_ (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 `__." -msgstr "" - -msgid "" -"If you have `Homebrew `_ 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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po deleted file mode 100644 index 3aeca30e2d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `_." -msgstr "" - -msgid "`SCons 3.0+ `_ 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 `__." -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 `, 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 `__ 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 `__. 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 `__." -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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. `__ 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 `__ 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 `__." -msgstr "" - -msgid "" -"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/" -"opt/pyston/`` (create folders as needed)." -msgstr "" - -msgid "" -"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run " -"``./pyston -m pip install scons`` to install SCons within Pyston." -msgstr "" - -msgid "" -"To make SCons via Pyston easier to run, create a symbolic link of its " -"wrapper script to a location in your ``PATH`` environment variable::" -msgstr "" - -msgid "" -"Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." -msgstr "" - -msgid "" -"If you can't run ``pyston-scons`` after creating the symbolic link, make " -"sure ``$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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po deleted file mode 100644 index e209a91119..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `_." -msgstr "" - -msgid "`SCons 3.0+ `_ build system." -msgstr "" - -msgid "" -"`Xcode `_ (or the more " -"lightweight Command Line Tools for Xcode)." -msgstr "" - -msgid "" -"`Vulkan SDK `_ for MoltenVK (macOS doesn't support Vulkan out of the box)." -msgstr "" - -msgid "" -"If you have `Homebrew `_ 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 `_ 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 `, 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 `__ 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 `__ to be able " -"to use macOS as a target. First, follow the instructions to install it:" -msgstr "" - -msgid "" -"Clone the `OSXCross repository `__ " -"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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_uwp.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_uwp.po deleted file mode 100644 index 0380d84eb3..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_uwp.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__." -msgstr "" - -msgid "" -"We recommend you use the :ref:`Win32 export ` " -"instead." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po deleted file mode 100644 index 5332f91cbf..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `__." -msgstr "" - -msgid "`Python 3.6+ `__." -msgstr "" - -msgid "`SCons 3.0+ `__ 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 ` 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 " -"` 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 ` for the web " -"server requirements." -msgstr "" - -msgid "" -"The Godot repository includes a `Python script to host a local web server " -"`__. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po deleted file mode 100644 index 097cf13a81..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_, " -"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 `_ 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+ `_. **Make sure to " -"enable the option to add Python to the ``PATH`` in the installer.**" -msgstr "" - -msgid "" -"`SCons 3.0+ `_ build system. Using " -"the latest release is recommended, especially for proper support of recent " -"Visual Studio releases." -msgstr "" - -msgid "" -"If you have `Scoop `_ installed, you can easily install " -"MinGW and other dependencies using the following command::" -msgstr "" - -msgid "" -"If you have `MSYS2 `_ 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 `__, 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 `_, 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 ```` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po deleted file mode 100644 index 7987fc9bf6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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+ `_" -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 `_ runtime instead of the `.NET 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 "" -"```` 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..editor." -".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`." -msgstr "" - -#, fuzzy -msgid "Build Platform" -msgstr "Alustat" - -msgid "" -"Provide the ``--godot-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 ``.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__``, where ```` is " -"the application name as specified in the project setting ``application/" -"config/name`` and ```` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po deleted file mode 100644 index fa195b8cac..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_." -msgstr "" - -msgid "" -"Alternatively, you can generate it yourself using `OpenSSL `__ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po deleted file mode 100644 index 5f20156d8d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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 `__ (a " -"dmg image, for newer versions a **xip** file is going to be downloaded.)" -msgstr "" - -msgid "" -"`Clang >= 3.5 `__ for your development machine " -"installed and in the ``PATH``. It has to be version >= 3.5 to target " -"``arm64`` architecture." -msgstr "" - -msgid "" -"`Fuse `__ for mounting and unmounting " -"the dmg image." -msgstr "" - -msgid "" -"`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 `__ and `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 `__." -msgstr "" - -msgid "" -"`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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/getting_source.po deleted file mode 100644 index e8c21f6780..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"` and compiling Godot, you need to " -"actually download the Godot source code." -msgstr "" - -msgid "" -"The source code is available on `GitHub `__ 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 " -"`." -msgstr "" -"Jos käännät käännöksiä tehdessäsi lisäyksiä tai muutospyyntöjä, noudata :ref:" -"`Pull Request workflow `:n ohjeita." - -msgid "" -"If you don't know much about ``git`` yet, there are a great number of " -"`tutorials `__ 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 `__ 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 `." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/index.po deleted file mode 100644 index 1832d44916..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po deleted file mode 100644 index a7f6925676..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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. ` 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 `` 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 `__, 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 " -"` 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 " -"` 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 `` 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 ``, where " -"```` 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 `__ 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 `__. 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 `__." -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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po deleted file mode 100644 index 74c1c48407..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po deleted file mode 100644 index 8307c7fa54..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ is a free IDE for " -"Android development made by `Google `_ and `JetBrains " -"`_. It's based on `IntelliJ 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 ``/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 `_:" -msgstr "" -"Lataa ja asenna Android SDK osoitteesta `developer.android.com `__." - -msgid "``lib`` module:" -msgstr "" - -msgid "" -"Located under ``/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 `_." -msgstr "" - -msgid "``editor`` module:" -msgstr "" - -msgid "" -"Located under ``/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 ``/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 `_ and select ``editor``." -msgstr "" - -msgid "" -"Select **Run > Run 'editor'** from the top menu or `click the Run icon " -"`_." -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 " -"`_." -msgstr "" - -msgid "Building & debugging the app module" -msgstr "" - -msgid "" -"The ``app`` module requires the presence of a Godot project in its " -"``assets`` 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 `_ and select ``app``." -msgstr "" - -msgid "" -"Select **Run > Run 'app'** from the top menu or `click the Run icon `_." -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 " -"`_." -msgstr "" - -#, fuzzy -msgid "" -"If you run into any issues, ask for help in `Godot's Android dev channel " -"`__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po deleted file mode 100644 index e6937a33da..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ is a commercial `JetBrains " -"`_ IDE for C++." -msgstr "" - -msgid "Importing the project" -msgstr "" - -msgid "" -"CLion can import a project's `compilation database file `_, 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 ` 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 `), 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po deleted file mode 100644 index 8f425c55c0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 " -"`__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/index.po deleted file mode 100644 index de19b55b68..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ and :ref:`compiled ` 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 `__, you can use `clangd `__ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po deleted file mode 100644 index 028bc2fbbb..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 ``/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 `__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po deleted file mode 100644 index 25253f5872..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 " -"``/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 `." -msgstr "" - -msgid "Code style configuration" -msgstr "" - -msgid "" -"Developers must follow the project's :ref:`code style " -"` 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 `__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po deleted file mode 100644 index f207424390..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ is a commercial `JetBrains " -"`_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po deleted file mode 100644 index 79041e4e4a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ is a " -"Windows-only IDE by `Microsoft `_ 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 `." -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 `__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po deleted file mode 100644 index 13027e48f3..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ is a free cross-" -"platform code editor by `Microsoft `_ (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 `_. Alternatively, `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 `_ 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 `_ 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 `__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "" -"To get linting on class reference XML files, install the `vscode-xml " -"extension `__." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po deleted file mode 100644 index 619f98092a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 `__." -msgstr "" -"Lyhyt yhteenveto näistä ja muista kanavista on saatavilla myös `Godotin " -"verkkosivustolla `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po deleted file mode 100644 index c8d926a807..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 `. For simplicity reasons this " -"graphic doesn't include :ref:`SubViewport `, :ref:" -"`SubViewportContainer `, :ref:" -"`ParallaxLayer` and :ref:" -"`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 " -"`." -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 `." -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 `." -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 ` 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 " -"` relative to the parent's origin and a :" -"ref:`scale ` and :ref:`rotation " -"` around a :ref:`pivot point " -"`." -msgstr "" - -msgid "" -"For *Node2D* nodes :ref:`transform ` " -"consists of :ref:`position `, :ref:`rotation " -"`, :ref:`scale " -"` and :ref:`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 ` " -"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 " -"` and the *CanvasLayer's* :ref:" -"`follow viewport scale ` " -"and can be used, if :ref:`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 ` " -"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 ` 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 " -"`. 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 " -"` as described in :ref:`doc_multiple_resolutions`, but can " -"also be manually set on *SubViewports* by means of :ref:`size " -"` and :ref:`size_2d_override " -"`. It's :ref:`translation " -"`, :ref:`rotation " -"` and :ref:`skew " -"` are the default values and it can only " -"have non-default :ref:`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 ` 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 ` " -"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 ` together with :" -"ref:`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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po deleted file mode 100644 index 6757ea54b9..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_, 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po deleted file mode 100644 index 1f7e267c9c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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 `__." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/core_types.po deleted file mode 100644 index fa9e3b3d7e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -#, fuzzy -msgid "" -"`core/pool_vector.h `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`core/templates/list.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`core/templates/set.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`core/templates/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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "Math types" -msgstr "" - -msgid "" -"There are several linear math types available in the core/math directory." -msgstr "" - -#, fuzzy -msgid "" -"`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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po deleted file mode 100644 index 5baeeeb095..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__" -msgstr "" - -msgid "" -"`scene/audio/audioplayer.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 `__" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po deleted file mode 100644 index db71c4135c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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? `__" -msgstr "" - -msgid "`Singleton pattern `__" -msgstr "" - -msgid "`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`` 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`" -msgstr "" - -#, fuzzy -msgid "" -"`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 `__" -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 `__" -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 `__ is impossible." -msgstr "" - -msgid "Connecting signal example code is pretty hacky." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po deleted file mode 100644 index 1e947705bf..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `." -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 ` 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 " -"`." -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 ``, " -"which will dump the engine API reference to the given ```` 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 ````, " -"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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po deleted file mode 100644 index 2a2723219f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__, 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 `, 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 `__." -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 `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`macOS `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`Linux/\\*BSD `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`Android `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "`iOS `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`UWP `__ " -"*(not currently working)*" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "`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 `__ 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 `__ for the Linux/\\*BSD platform as an " -"example. See also the `OS singleton header `__ 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 ` " -"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 `__ 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 `__, 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 `__ 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 `__, `OpenGL 3.3 or OpenGL ES " -"3.0 `__." -msgstr "" - -msgid "" -"Input handlers for `keyboard `__ and `controller " -"`__." -msgstr "" - -msgid "" -"One or more `audio drivers `__. 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 `__ for reference." -msgstr "" - -msgid "" -"`Crash handler `__, 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 `__ (for accessibility)." -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "" -"`Export handler `__ (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 `__ 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 `__ 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=``. " -"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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po deleted file mode 100644 index b575ab2068..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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`" -msgstr "" - -msgid "" -"`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 `_" -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 `_" -msgstr "" - -msgid "" -"`streambuf `_" -msgstr "" - -#, fuzzy -msgid "" -"`core/io/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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po deleted file mode 100644 index 7e1d042b3a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/index.po deleted file mode 100644 index 5518fbc0dd..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po deleted file mode 100644 index 40d8eeed96..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po deleted file mode 100644 index 35a9e353b8..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ /dev/null @@ -1,1372 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Internal rendering architecture" -msgstr "" - -msgid "" -"This page is a high-level overview of Godot 4's internal renderer design. It " -"does not apply to previous Godot versions." -msgstr "" - -msgid "" -"The goal of this page is to document design decisions taken to best suit :" -"ref:`Godot's design philosophy " -"`, while providing a starting " -"point for new rendering contributors." -msgstr "" - -msgid "" -"If you have questions about rendering internals not answered here, feel free " -"to ask in the ``#rendering`` channel of the `Godot Contributors Chat " -"`__." -msgstr "" - -msgid "" -"If you have difficulty understanding concepts on this page, it is " -"recommended to go through an OpenGL tutorial such as `LearnOpenGL `__." -msgstr "" - -msgid "" -"Modern low-level APIs (Vulkan/Direct3D 12) require intermediate knowledge of " -"higher-level APIs (OpenGL/Direct3D 11) to be used effectively. Thankfully, " -"contributors rarely need to work directly with low-level APIs. Godot's " -"renderers are built entirely on OpenGL and RenderingDevice, which is our " -"abstraction over Vulkan/Direct3D 12." -msgstr "" - -#, fuzzy -msgid "Rendering methods" -msgstr "metodit" - -#, fuzzy -msgid "Forward+" -msgstr "Mene eteenpäin" - -msgid "" -"This is a forward renderer that uses a *clustered* approach to lighting." -msgstr "" - -msgid "" -"Clustered lighting uses a compute shader to group lights into a 3D frustum " -"aligned grid. Then, at render time, pixels can lookup what lights affect the " -"grid cell they are in and only run light calculations for lights that might " -"affect that pixel." -msgstr "" - -msgid "" -"This approach can greatly speed up rendering performance on desktop " -"hardware, but is substantially less efficient on mobile." -msgstr "" - -msgid "Forward Mobile" -msgstr "" - -msgid "" -"This is a forward renderer that uses a traditional single-pass approach to " -"lighting." -msgstr "" - -msgid "" -"Intended for mobile platforms, but can also run on desktop platforms. This " -"rendering method is optimized to perform well on mobile GPUs. Mobile GPUs " -"have a very different architecture compared to desktop GPUs due to their " -"unique constraints around battery usage, heat, and overall bandwidth " -"limitations of reading and writing data. Compute shaders also have very " -"limited support or aren't supported at all. As a result, the mobile renderer " -"purely uses raster-based shaders (fragment/vertex)." -msgstr "" - -msgid "" -"Unlike desktop GPUs, mobile GPUs perform *tile-based rendering*. Instead of " -"rendering the whole image as a single unit, the image is divided in smaller " -"tiles that fit within the faster internal memory of the mobile GPU. Each " -"tile is rendered and then written out to the destination texture. This all " -"happens automatically on the graphics driver." -msgstr "" - -msgid "" -"The problem is that this introduces bottlenecks in our traditional approach. " -"For desktop rendering, we render all opaque geometry, then handle the " -"background, then transparent geometry, then post-processing. Each pass will " -"need to read the current result into tile memory, perform its operations and " -"then write it out again. We then wait for all tiles to be completed before " -"moving on to the next pass." -msgstr "" - -msgid "" -"The first important change in the mobile renderer is that the mobile " -"renderer does not use the RGBA16F texture formats that the desktop renderer " -"does. Instead, it is using a R10G10B10A2 UNORM texture format. This halves " -"the bandwidth required and has further improvements as mobile hardware often " -"further optimizes for 32-bit formats. The tradeoff is that the mobile " -"renderer has limited HDR capabilities due to the reduced precision and " -"maximum values in the color data." -msgstr "" - -msgid "" -"The second important change is the use of sub-passes whenever possible. Sub-" -"passes allows us to perform the rendering steps end-to-end per tile saving " -"on the overhead introduced by reading from and writing to the tiles between " -"each rendering pass. The ability to use sub-passes is limited by the " -"inability to read neighboring pixels, as we're constrained to working within " -"a single tile." -msgstr "" - -msgid "" -"This limitation of subpasses results in not being able to implement features " -"such as glow and depth of field efficiently. Similarly, if there is a " -"requirement to read from the screen texture or depth texture, we must fully " -"write out the rendering result limiting our ability to use sub-passes. When " -"such features are enabled, a mix of sub-passes and normal passes are used, " -"and these features result in a notable performance penalty." -msgstr "" - -msgid "" -"On desktop platforms, the use of sub-passes won't have any impact on " -"performance. However, this rendering method can still perform better than " -"Clustered Forward in simple scenes thanks to its lower complexity and lower " -"bandwidth usage. This is especially noticeable on low-end GPUs, integrated " -"graphics or in VR applications." -msgstr "" - -msgid "" -"Given its low-end focus, this rendering method does not provide high-end " -"rendering features such as SDFGI and :ref:`doc_volumetric_fog`. Several post-" -"processing effects are also not available." -msgstr "" - -#, fuzzy -msgid "Compatibility" -msgstr "Kääntäminen" - -msgid "" -"This is the only rendering method available when using the OpenGL driver. " -"This rendering method is not available when using Vulkan or Direct3D 12." -msgstr "" - -msgid "" -"This is a traditional (non-clustered) forward renderer. It's intended for " -"old GPUs that don't have Vulkan support, but still works very efficiently on " -"newer hardware. Specifically, it is optimized for older and lower-end mobile " -"devices However, many optimizations carry over making it a good choice for " -"older and lower-end desktop as well." -msgstr "" - -msgid "" -"Like the Mobile renderer, the Compatibility renderer uses an R10G10B10A2 " -"UNORM texture for 3D rendering. Unlike the mobile renderer, colors are " -"tonemapped and stored in sRGB format so there is no HDR support. This avoids " -"the need for a tonemapping pass and allows us to use the lower bit texture " -"without substantial banding." -msgstr "" - -msgid "" -"The Compatibility renderer uses a traditional forward single-pass approach " -"to drawing objects with lights, but it uses a multi-pass approach to draw " -"lights with shadows. Specifically, in the first pass, it can draw multiple " -"lights without shadows and up to one DirectionalLight3D with shadows. In " -"each subsequent pass, it can draw up to one OmniLight3D, one SpotLight3D and " -"one DirectionalLight3D with shadows. Lights with shadows will affect the " -"scene differently than lights without shadows, as the lighting is blended in " -"sRGB space instead of linear space. This difference in lighting will impact " -"how the scene looks and needs to be kept in mind when designing scenes for " -"the Compatibility renderer." -msgstr "" - -msgid "" -"Given its low-end focus, this rendering method does not provide high-end " -"rendering features (even less so compared to Forward Mobile). Most post-" -"processing effects are not available." -msgstr "" - -msgid "Why not deferred rendering?" -msgstr "" - -msgid "" -"Forward rendering generally provides a better tradeoff for performance " -"versus flexibility, especially when a clustered approach to lighting is " -"used. While deferred rendering can be faster in some cases, it's also less " -"flexible and requires using hacks to be able to use MSAA. Since games with a " -"less realistic art style can benefit a lot from MSAA, we chose to go with " -"forward rendering for Godot 4 (like Godot 3)." -msgstr "" - -msgid "" -"That said, parts of the forward renderer *are* performed with a deferred " -"approach to allow for some optimizations when possible. This applies to " -"VoxelGI and SDFGI in particular." -msgstr "" - -msgid "" -"A clustered deferred renderer may be developed in the future. This renderer " -"could be used in situations where performance is favored over flexibility." -msgstr "" - -#, fuzzy -msgid "Rendering drivers" -msgstr "Tekstuurien tuonti" - -#, fuzzy -msgid "Godot 4 supports the following graphics APIs:" -msgstr "Heijastusnäyttö näyttää seuraavat tiedot:" - -msgid "Vulkan" -msgstr "" - -msgid "" -"This is the main driver in Godot 4, with most of the development focus going " -"towards this driver." -msgstr "" - -msgid "" -"Vulkan 1.0 is required as a baseline, with optional Vulkan 1.1 and 1.2 " -"features used when available. `volk `__ is " -"used as a Vulkan loader, and `Vulkan Memory Allocator `__ is used for memory " -"management." -msgstr "" - -msgid "" -"Both the Forward+ and Mobile :ref:" -"`doc_internal_rendering_architecture_methods` are supported when using the " -"Vulkan driver." -msgstr "" - -msgid "**Vulkan context creation:**" -msgstr "" - -#, fuzzy -msgid "" -"`drivers/vulkan/vulkan_context.cpp `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "Direct3D 12" -msgstr "Vektori" - -msgid "" -"Like Vulkan, the Direct3D 12 driver targets modern platforms only. It is " -"designed to target both Windows and Xbox (whereas Vulkan can't be used " -"directly on Xbox)." -msgstr "" - -msgid "" -"Both the Forward+ and Mobile :ref:" -"`doc_internal_rendering_architecture_methods` can be used with Direct3D 12." -msgstr "" - -msgid "" -":ref:`doc_internal_rendering_architecture_core_shaders` are shared with the " -"Vulkan renderer. Shaders are transpiled from GLSL to HLSL using Mesa NIR " -"(`more information `__). This means you don't need to know HLSL to work on the " -"Direct3D 12 renderer, although knowing the language's basics is recommended " -"to ease debugging." -msgstr "" - -msgid "" -"**As of May 2023, this driver is still in development and is not merged in " -"Godot 4.0 or the master branch.** While Direct3D 12 allows supporting " -"Direct3D-exclusive features on Windows 11 such as windowed optimizations and " -"Auto HDR, Vulkan is still recommended for most projects. See the `pull " -"request that introduced Direct3D 12 support `__ for more information." -msgstr "" - -msgid "Metal" -msgstr "" - -msgid "" -"Godot supports Metal rendering via `MoltenVK `__, as macOS and iOS do not support Vulkan natively. " -"This is done automatically when specifying the Vulkan driver in the Project " -"Settings." -msgstr "" - -msgid "" -"MoltenVK makes driver maintenance easy at the cost of some performance " -"overhead. Also, MoltenVK has several limitations that a native Metal driver " -"implementation wouldn't have. Both the clustered and mobile :ref:" -"`doc_internal_rendering_architecture_methods` can be used with a Metal " -"backend via MoltenVK." -msgstr "" - -msgid "" -"A native Metal driver is planned in the future for better performance and " -"compatibility." -msgstr "" - -msgid "OpenGL" -msgstr "" - -msgid "" -"This driver uses OpenGL ES 3.0 and targets legacy and low-end devices that " -"don't support Vulkan. OpenGL 3.3 Core Profile is used on desktop platforms " -"to run this driver, as most graphics drivers on desktop don't support OpenGL " -"ES. WebGL 2.0 is used for web exports." -msgstr "" - -msgid "" -"Only the :ref:`doc_internal_rendering_architecture_compatibility` rendering " -"method can be used with the OpenGL driver." -msgstr "" - -msgid "" -":ref:`doc_internal_rendering_architecture_core_shaders` are entirely " -"different from the Vulkan renderer." -msgstr "" - -msgid "" -"**As of May 2023, this driver is still in development.** Many features are " -"still not implemented, especially in 3D." -msgstr "" - -msgid "Summary of rendering drivers/methods" -msgstr "" - -msgid "" -"The following rendering API + rendering method combinations are currently " -"possible:" -msgstr "" - -#, fuzzy -msgid "Vulkan + Forward+" -msgstr "Liiku eteenpäin" - -msgid "Vulkan + Forward Mobile" -msgstr "" - -msgid "Direct3D 12 + Forward+" -msgstr "" - -msgid "Direct3D 12 + Forward Mobile" -msgstr "" - -msgid "Metal + Forward+ (via MoltenVK)" -msgstr "" - -msgid "Metal + Forward Mobile (via MoltenVK)" -msgstr "" - -msgid "OpenGL + Compatibility" -msgstr "" - -msgid "" -"Each combination has its own limitations and performance characteristics. " -"Make sure to test your changes on all rendering methods if possible before " -"opening a pull request." -msgstr "" - -msgid "RenderingDevice abstraction" -msgstr "" - -msgid "The OpenGL driver does not use the RenderingDevice abstraction." -msgstr "" - -msgid "" -"To make the complexity of modern low-level graphics APIs more manageable, " -"Godot uses its own abstraction called RenderingDevice." -msgstr "" - -msgid "" -"This means that when writing code for modern rendering methods, you don't " -"actually use the Vulkan or Direct3D 12 APIs directly. While this is still " -"lower-level than an API like OpenGL, this makes working on the renderer " -"easier, as RenderingDevice will abstract many API-specific quirks for you. " -"The RenderingDevice presents a similar level of abstraction as Metal or " -"WebGPU." -msgstr "" - -#, fuzzy -msgid "**Vulkan RenderingDevice implementation:**" -msgstr "Funktioihin viittaminen" - -#, fuzzy -msgid "" -"`drivers/vulkan/rendering_device_vulkan.cpp `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "Core rendering classes architecture" -msgstr "" - -msgid "" -"This diagram represents the structure of rendering classes in Godot, " -"including the RenderingDevice abstraction:" -msgstr "" - -msgid "" -"`View at full size `__" -msgstr "" - -#, fuzzy -msgid "Core shaders" -msgstr "Mukautetut signaalit" - -msgid "" -"While shaders in Godot projects are written using a :ref:`custom language " -"inspired by GLSL `, core shaders are written directly " -"in GLSL." -msgstr "" - -msgid "" -"These core shaders are embedded in the editor and export template binaries " -"at compile-time. To see any changes you've made to those GLSL shaders, you " -"need to recompile the editor or export template binary." -msgstr "" - -msgid "" -"Some material features such as height mapping, refraction and proximity fade " -"are not part of core shaders, and are performed in the default " -"BaseMaterial3D using the Godot shader language instead (not GLSL). This is " -"done by procedurally generating the required shader code depending on the " -"features enabled in the material." -msgstr "" - -msgid "" -"By convention, shader files with ``_inc`` in their name are included in " -"other GLSL files for better code reuse. Standard GLSL preprocessing is used " -"to achieve this." -msgstr "" - -msgid "" -"Core material shaders will be used by every material in the scene – both " -"with the default BaseMaterial3D and custom shaders. As a result, these " -"shaders must be kept as simple as possible to avoid performance issues and " -"ensure shader compilation doesn't become too slow." -msgstr "" - -msgid "" -"If you use ``if`` branching in a shader, performance may decrease as :abbr:" -"`VGPR (Vector General-Purpose Register)` usage will increase in the shader. " -"This happens even if all pixels evaluate to ``true`` or ``false`` in a given " -"frame." -msgstr "" - -msgid "" -"If you use ``#if`` preprocessor branching, the number of required shader " -"versions will increase in the scene. In a worst-case scenario, adding a " -"single boolean ``#define`` can *double* the number of shader versions that " -"may need to be compiled in a given scene. In some cases, Vulkan " -"specialization constants can be used as a faster (but more limited) " -"alternative." -msgstr "" - -msgid "" -"This means there is a high barrier to adding new built-in material features " -"in Godot, both in the core shaders and BaseMaterial3D. While BaseMaterial3D " -"can make use of dynamic code generation to only include the shader code if " -"the feature is enabled, it'll still require generating more shader versions " -"when these features are used in a project. This can make shader compilation " -"stutter more noticeable in complex 3D scenes." -msgstr "" - -msgid "" -"See `The Shader Permutation Problem `__ and `Branching on a GPU `__ blog posts for more " -"information." -msgstr "" - -msgid "**Core GLSL material shaders:**" -msgstr "" - -msgid "" -"Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/" -"scene_forward_clustered.glsl `__" -msgstr "" - -msgid "" -"Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/" -"scene_forward_mobile.glsl `__" -msgstr "" - -#, fuzzy -msgid "" -"Compatibility: `drivers/gles3/shaders/scene.glsl `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "**Material shader generation:**" -msgstr "" - -#, fuzzy -msgid "" -"`scene/resources/material.cpp `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "" -"**Other GLSL shaders for Forward+ and Forward Mobile rendering methods:**" -msgstr "" - -#, fuzzy -msgid "" -"`servers/rendering/renderer_rd/shaders/ `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`modules/lightmapper_rd/ `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "**Other GLSL shaders for the Compatibility rendering method:**" -msgstr "" - -#, fuzzy -msgid "" -"`drivers/gles3/shaders/ `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "2D and 3D rendering separation" -msgstr "" - -msgid "" -"The following is only applicable in the Forward+ and Forward Mobile " -"rendering methods, not in Compatibility. Multiple Viewports can be used to " -"emulate this when using the Compatibility backend, or to perform 2D " -"resolution scaling." -msgstr "" - -msgid "" -"2D and 3D are rendered to separate buffers, as 2D rendering in Godot is " -"performed in :abbr:`LDR (Low Dynamic Range)` sRGB-space while 3D rendering " -"uses :abbr:`HDR (High Dynamic Range)` linear space." -msgstr "" - -msgid "" -"The color format used for 2D rendering is RGB8 (RGBA8 if the **Transparent** " -"property on the Viewport is enabled). 3D rendering uses a 24-bit unsigned " -"normalized integer depth buffer, or 32-bit signed floating-point if a 24-bit " -"depth buffer is not supported by the hardware. 2D rendering does not use a " -"depth buffer." -msgstr "" - -msgid "" -"3D resolution scaling is performed differently depending on whether bilinear " -"or FSR 1.0 scaling is used. When bilinear scaling is used, no special " -"upscaling shader is run. Instead, the viewport's texture is stretched and " -"displayed with a linear sampler (which makes the filtering happen directly " -"on the hardware). This allows maximizing the performance of bilinear 3D " -"scaling." -msgstr "" - -msgid "" -"The ``configure()`` function in RenderSceneBuffersRD reallocates the 2D/3D " -"buffers when the resolution or scaling changes." -msgstr "" - -msgid "" -"Dynamic resolution scaling isn't supported yet, but is planned in a future " -"Godot release." -msgstr "" - -msgid "**2D and 3D rendering buffer configuration C++ code:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp " -"`__" -msgstr "" - -#, fuzzy -msgid "2D rendering techniques" -msgstr "Animaatiovalinnat" - -msgid "" -"2D light rendering is performed in a single pass to allow for better " -"performance with large amounts of lights." -msgstr "" - -msgid "" -"The Forward+ and Mobile rendering methods don't feature 2D batching yet, but " -"it's planned for a future release." -msgstr "" - -msgid "" -"The Compatibility backend features 2D batching to improve performance, which " -"is especially noticeable with lots of text on screen." -msgstr "" - -msgid "" -"MSAA can be enabled in 2D to provide \"automatic\" line and polygon " -"antialiasing, but FXAA does not affect 2D rendering as it's calculated " -"before 2D rendering begins. Godot's 2D drawing methods such as the Line2D " -"node or some CanvasItem ``draw_*()`` methods provide their own way of " -"antialiasing based on triangle strips and vertex colors, which don't require " -"MSAA to work." -msgstr "" - -msgid "" -"A 2D signed distance field representing LightOccluder2D nodes in the " -"viewport is automatically generated if an user shader requests it. This can " -"be used for various effects in custom shaders, such as 2D global " -"illumination. It is also used to calculate particle collisions in 2D." -msgstr "" - -msgid "**2D SDF generation GLSL shader:**" -msgstr "" - -msgid "" -"`https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/" -"shaders/canvas_sdf.glsl `__" -msgstr "" - -#, fuzzy -msgid "3D rendering techniques" -msgstr "Animaatiovalinnat" - -#, fuzzy -msgid "Batching and instancing" -msgstr "Animaatiovalinnat" - -msgid "" -"In the Forward+ backend, Vulkan instancing is used to group rendering of " -"identical objects for performance. This is not as fast as static mesh " -"merging, but it still allows instances to be culled individually." -msgstr "" - -#, fuzzy -msgid "Light, decal and reflection probe rendering" -msgstr "Sprite-, monikulmio-- ja viivarenderöinti." - -msgid "" -"Reflection probe and decal rendering are currently not available in the " -"Compatibility backend." -msgstr "" - -msgid "" -"As its name implies, the Forward+ backend uses clustered lighting. This " -"allows using as many lights as you want; performance largely depends on " -"screen coverage. Shadow-less lights can be almost free if they don't occupy " -"much space on screen." -msgstr "" - -msgid "" -"All rendering methods also support rendering up to 8 directional lights at " -"the same time (albeit with lower shadow quality when more than one light has " -"shadows enabled)." -msgstr "" - -msgid "" -"The Forward Mobile backend uses a single-pass lighting approach, with a " -"limitation of 8 OmniLights + 8 SpotLights affecting each Mesh *resource* " -"(plus a limitation of 256 OmniLights + 256 SpotLights in the camera view). " -"These limits are hardcoded and can't be adjusted in the project settings." -msgstr "" - -msgid "" -"The Compatibility backend uses a hybrid single-pass + multi-pass lighting " -"approach. Lights without shadows are rendered in a single pass. Lights with " -"shadows are rendered in multiple passes. This is required for performance " -"reasons on mobile devices. As a result, performance does not scale well with " -"many shadow-casting lights. It is recommended to only have a handful of " -"lights with shadows in the camera frustum at a time and for those lights to " -"be spread apart so that each object is only touched by 1 or 2 shadowed " -"lights at a time. The maximum number of lights visible at once can be " -"adjusted in the project settings." -msgstr "" - -msgid "" -"In all 3 methods, lights without shadows are much cheaper than lights with " -"shadows. To improve performance, lights are only updated when the light is " -"modified or when objects in its radius are modified. Godot currently doesn't " -"separate static shadow rendering from dynamic shadow rendering, but this is " -"planned in a future release." -msgstr "" - -msgid "" -"Clustering is also used for reflection probes and decal rendering in the " -"Forward+ backend." -msgstr "" - -msgid "Shadow mapping" -msgstr "" - -msgid "" -"Both Forward+ and Forward Mobile methods use :abbr:`PCF (Percentage Closer " -"Filtering)` to filter shadow maps and create a soft penumbra. Instead of " -"using a fixed PCF pattern, these methods use a vogel disk pattern which " -"allows for changing the number of samples and smoothly changing the quality." -msgstr "" - -msgid "" -"Godot also supports percentage-closer soft shadows (PCSS) for more realistic " -"shadow penumbra rendering. PCSS shadows are limited to the Forward+ backend " -"as they're too demanding to be usable in the Forward Mobile backend. PCSS " -"also uses a vogel-disk shaped kernel." -msgstr "" - -msgid "" -"Additionally, both shadow-mapping techniques rotate the kernel on a per-" -"pixel basis to help soften under-sampling artifacts." -msgstr "" - -msgid "" -"The Compatibility backend doesn't support shadow mapping for any light types " -"yet." -msgstr "" - -#, fuzzy -msgid "Temporal antialiasing" -msgstr "Useat ilmentymät" - -msgid "" -"Only available in the Forward+ backend, not the Forward Mobile or " -"Compatibility methods." -msgstr "" - -msgid "" -"Godot uses a custom TAA implementation based on the old TAA implementation " -"from `Spartan Engine `__." -msgstr "" - -msgid "" -"Temporal antialiasing requires motion vectors to work. If motion vectors are " -"not correctly generated, ghosting will occur when the camera or objects move." -msgstr "" - -msgid "" -"Motion vectors are generated on the GPU in the main material shader. This is " -"done by running the vertex shader corresponding to the previous rendered " -"frame (with the previous camera transform) in addition to the vertex shader " -"for the current rendered frame, then storing the difference between them in " -"a color buffer." -msgstr "" - -msgid "" -"Using `FSR 2.0 `__ " -"instead of a custom TAA implementation is planned in a future release." -msgstr "" - -msgid "**TAA resolve:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl `__" -msgstr "" - -#, fuzzy -msgid "Global illumination" -msgstr "Kuvapisteen valmismuuttujat" - -msgid "" -"VoxelGI and SDFGI are only available in the Forward+ backend, not the " -"Forward Mobile or Compatibility methods." -msgstr "" - -msgid "" -"LightmapGI *baking* is only available in the Forward+ and Forward Mobile " -"methods, and can only be performed within the editor (not in an exported " -"project). LightmapGI *rendering* will eventually be supported by the " -"Compatibility backend." -msgstr "" - -msgid "" -"Godot supports voxel-based GI (VoxelGI), signed distance field GI (SDFGI) " -"and lightmap baking and rendering (LightmapGI). These techniques can be used " -"simultaneously if desired." -msgstr "" - -msgid "" -"Lightmap baking happens on the GPU using Vulkan compute shaders. The GPU-" -"based lightmapper is implemented in the LightmapperRD class, which inherits " -"from the Lightmapper class. This allows for implementing additional " -"lightmappers, paving the way for a future port of the CPU-based lightmapper " -"present in Godot 3.x. This would allow baking lightmaps while using the " -"Compatibility backend." -msgstr "" - -msgid "**Core GI C++ code:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/environment/gi.cpp `__" -msgstr "" - -#, fuzzy -msgid "" -"`scene/3d/voxel_gi.cpp `__ - VoxelGI node" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Editor UI for " -"the VoxelGI node" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "**Core GI GLSL shaders:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl " -"`__ - VoxelGI debug draw mode" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl `__ - SDFGI Cascades debug draw mode" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl " -"`__ - SDFGI Probes debug draw " -"mode" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl " -"`__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl " -"`__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl " -"`__" -msgstr "" - -msgid "**Lightmapper C++ code:**" -msgstr "" - -#, fuzzy -msgid "" -"`scene/3d/lightmap_gi.cpp `__ - LightmapGI node" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "" -"`editor/plugins/lightmap_gi_editor_plugin.cpp `__ " -"- Editor UI for the LightmapGI node" -msgstr "" - -#, fuzzy -msgid "" -"`scene/3d/lightmapper.cpp `__ - Abstract class" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "" -"`modules/lightmapper_rd/lightmapper_rd.cpp `__ - GPU-based " -"lightmapper implementation" -msgstr "" - -msgid "**Lightmapper GLSL shaders:**" -msgstr "" - -#, fuzzy -msgid "" -"`modules/lightmapper_rd/lm_raster.glsl `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -#, fuzzy -msgid "" -"`modules/lightmapper_rd/lm_compute.glsl `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -#, fuzzy -msgid "" -"`modules/lightmapper_rd/lm_blendseams.glsl `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "Depth of field" -msgstr "" - -msgid "" -"Only available in the Forward+ and Forward Mobile methods, not the " -"Compatibility backend." -msgstr "" - -msgid "" -"The Forward+ and Forward Mobile methods use different approaches to DOF " -"rendering, with different visual results. This is done to best match the " -"performance characteristics of the target hardware. In Clustered Forward, " -"DOF is performed using a compute shader. In Forward Mobile, DOF is performed " -"using a fragment shader (raster)." -msgstr "" - -msgid "" -"Box, hexagon and circle bokeh shapes are available (from fastest to " -"slowest). Depth of field can optionally be jittered every frame to improve " -"its appearance when temporal antialiasing is enabled." -msgstr "" - -msgid "**Depth of field C++ code:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/effects/bokeh_dof.cpp `__" -msgstr "" - -msgid "**Depth of field GLSL shader (compute - used for Forward+):**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl `__" -msgstr "" - -msgid "**Depth of field GLSL shader (raster - used for Forward Mobile):**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl " -"`__" -msgstr "" - -msgid "Screen-space effects (SSAO, SSIL, SSR, SSS)" -msgstr "" - -msgid "" -"The Forward+ backend supports screen-space ambient occlusion, screen-space " -"indirect lighting, screen-space reflections and subsurface scattering." -msgstr "" - -msgid "" -"SSAO uses an implementation derived from Intel's `ASSAO `__ (converted to Vulkan). SSIL is derived from SSAO " -"to provide high-performance indirect lighting." -msgstr "" - -msgid "" -"When both SSAO and SSIL are enabled, parts of SSAO and SSIL are shared to " -"reduce the performance impact." -msgstr "" - -msgid "" -"SSAO and SSIL are performed at half resolution by default to improve " -"performance. SSR is always performed at half resolution to improve " -"performance." -msgstr "" - -#, fuzzy -msgid "**Screen-space effects C++ code:**" -msgstr "*GLES3:* Näyttötilan heijastukset." - -msgid "" -"`servers/rendering/renderer_rd/effects/ss_effects.cpp `__" -msgstr "" - -#, fuzzy -msgid "**Screen-space ambient occlusion GLSL shader:**" -msgstr "*GLES3:* Ruututilan ambient-peitto." - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssao.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl " -"`__" -msgstr "" - -msgid "**Screen-space indirect lighting GLSL shader:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssil.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl " -"`__" -msgstr "" - -#, fuzzy -msgid "**Screen-space reflections GLSL shader:**" -msgstr "*GLES3:* Näyttötilan heijastukset." - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl " -"`__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale." -"glsl `__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/" -"screen_space_reflection_filter.glsl `__" -msgstr "" - -msgid "**Subsurface scattering GLSL:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl " -"`__" -msgstr "" - -msgid "Sky rendering" -msgstr "" - -#, fuzzy -msgid ":ref:`doc_sky_shader`" -msgstr ":ref:`doc_spatial_shader`" - -msgid "" -"Godot supports using shaders to render the sky background. The radiance map " -"(which is used to provide ambient light and reflections for PBR materials) " -"is automatically updated based on the sky shader." -msgstr "" - -msgid "" -"The SkyMaterial resources such as ProceduralSkyMaterial, PhysicalSkyMaterial " -"and PanoramaSkyMaterial generate a built-in shader for sky rendering. This " -"is similar to what BaseMaterial3D provides for 3D scene materials." -msgstr "" - -msgid "" -"A detailed technical implementation can be found in the `Custom sky shaders " -"in Godot 4.0 `__ article." -msgstr "" - -msgid "**Sky rendering C++ code:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/environment/sky.cpp `__ - Sky rendering" -msgstr "" - -#, fuzzy -msgid "" -"`scene/resources/sky.cpp `__ - Sky resource (not to be confused with sky " -"rendering)" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -#, fuzzy -msgid "" -"`scene/resources/sky_material.cpp `__ SkyMaterial resources (used in " -"the Sky resource)" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "**Sky rendering GLSL shader:**" -msgstr "" - -msgid "Volumetric fog" -msgstr "" - -#, fuzzy -msgid ":ref:`doc_fog_shader`" -msgstr ":ref:`doc_spatial_shader`" - -msgid "" -"Godot supports a frustum-aligned voxel (froxel) approach to volumetric fog " -"rendering. As opposed to a post-processing filter, this approach is more " -"general-purpose as it can work with any light type. Fog can also use shaders " -"for custom behavior, which allows animating the fog or using a 3D texture to " -"represent density." -msgstr "" - -msgid "" -"The FogMaterial resource generates a built-in shader for FogVolume nodes. " -"This is similar to what BaseMaterial3D provides for 3D scene materials." -msgstr "" - -msgid "" -"A detailed technical explanation can be found in the `Fog Volumes arrive in " -"Godot 4.0 `__ " -"article." -msgstr "" - -msgid "**Volumetric fog C++ code:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/environment/fog.cpp `__ - General volumetric fog" -msgstr "" - -#, fuzzy -msgid "" -"`scene/3d/fog_volume.cpp `__ - FogVolume node" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -#, fuzzy -msgid "" -"`scene/resources/fog_material.cpp `__ - FogMaterial resource (used " -"by FogVolume)" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "**Volumetric fog GLSL shaders:**" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl " -"`__" -msgstr "" - -msgid "" -"`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process." -"glsl `__" -msgstr "" - -#, fuzzy -msgid "Occlusion culling" -msgstr "Peittotila" - -msgid "" -"While modern GPUs can handle drawing a lot of triangles, the number of draw " -"calls in complex scenes can still be a bottleneck (even with Vulkan and " -"Direct3D 12)." -msgstr "" - -msgid "" -"Godot 4 supports occlusion culling to reduce overdraw (when the depth " -"prepass is disabled) and reduce vertex throughput. This is done by " -"rasterizing a low-resolution buffer on the CPU using `Embree `__. The buffer's resolution depends on the number of CPU " -"threads on the system, as this is done in parallel. This buffer includes " -"occluder shapes that were baked in the editor or created at run-time." -msgstr "" - -msgid "" -"As complex occluders can introduce a lot of strain on the CPU, baked " -"occluders can be simplified automatically when generated in the editor." -msgstr "" - -msgid "" -"Godot's occlusion culling doesn't support dynamic occluders yet, but " -"OccluderInstance3D nodes can still have their visibility toggled or be " -"moved. However, this will be slow when updating complex occluders this way. " -"Therefore, updating occluders at run-time is best done only on simple " -"occluder shapes such as quads or cuboids." -msgstr "" - -msgid "" -"This CPU-based approach has a few advantages over other solutions, such as " -"portals and rooms or a GPU-based culling solution:" -msgstr "" - -msgid "" -"No manual setup required (but can be tweaked manually for best performance)." -msgstr "" - -msgid "" -"No frame delay, which is problematic in cutscenes during camera cuts or when " -"the camera moves fast behind a wall." -msgstr "" - -msgid "" -"Works the same on all rendering drivers and methods, with no unpredictable " -"behavior depending on the driver or GPU hardware." -msgstr "" - -msgid "" -"Occlusion culling is performed by registering occluder meshes, which is done " -"using OccluderInstance3D *nodes* (which themselves use Occluder3D " -"*resources*). RenderingServer then performs occlusion culling by calling " -"Embree in RendererSceneOcclusionCull." -msgstr "" - -#, fuzzy -msgid "**Occlusion culling C++ code:**" -msgstr "Peittotila" - -#, fuzzy -msgid "" -"`scene/3d/occluder_instance_3d.cpp `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "" -"`servers/rendering/renderer_scene_occlusion_cull.cpp `__" -msgstr "" - -msgid "Visibility range (LOD)" -msgstr "" - -msgid "" -"Godot supports manually authored hierarchical level of detail (HLOD), with " -"distances specified by the user in the inspector." -msgstr "" - -msgid "" -"In RenderingSceneCull, the ``_scene_cull()`` and ``_render_scene()`` " -"functions are where most of the LOD determination happens. Each viewport can " -"render the same mesh with different LODs (to allow for split screen " -"rendering to look correct)." -msgstr "" - -msgid "**Visibility range C++ code:**" -msgstr "" - -#, fuzzy -msgid "" -"`servers/rendering/renderer_scene_cull.cpp `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "Automatic mesh LOD" -msgstr "" - -msgid "" -"The ImporterMesh class is used for the 3D mesh import workflow in the " -"editor. Its ``generate_lods()`` function handles generating using the " -"`meshoptimizer `__ library." -msgstr "" - -msgid "" -"LOD mesh generation also generates shadow meshes at the same time. These are " -"meshes that have their vertices welded regardless of smoothing and " -"materials. This is used to improve shadow rendering performance by lowering " -"the vertex throughput required to render shadows." -msgstr "" - -msgid "" -"The RenderingSceneCull class's ``_render_scene()`` function determines which " -"mesh LOD should be used when rendering. Each viewport can render the same " -"mesh with different LODs (to allow for split screen rendering to look " -"correct)." -msgstr "" - -msgid "" -"The mesh LOD is automatically chosen based on a screen coverage metric. This " -"takes resolution and camera FOV changes into account without requiring user " -"intervention. The threshold multiplier can be adjusted in the project " -"settings." -msgstr "" - -msgid "" -"To improve performance, shadow rendering and reflection probe rendering also " -"choose their own mesh LOD thresholds (which can be different from the main " -"scene rendering)." -msgstr "" - -msgid "**Mesh LOD generation on import C++ code:**" -msgstr "" - -#, fuzzy -msgid "" -"`scene/resources/importer_mesh.cpp `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "**Mesh LOD determination C++ code:**" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/object_class.po deleted file mode 100644 index 8a24555185..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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. `" -msgstr "" - -msgid "General definition" -msgstr "" - -msgid "" -":ref:`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 `__" -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 `__" -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 " -"` 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 ` 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 `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "Resources:" -msgstr "Resurssit:" - -msgid "" -":ref:`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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po deleted file mode 100644 index c966edb03b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 `_ 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 `_." -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 `_." -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` " -"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 `_, 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po deleted file mode 100644 index 381f551a78..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__" -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 `__" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -#, fuzzy -msgid "" -"`core/variant/array.h `__" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po deleted file mode 100644 index 85fda698f7..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/index.po deleted file mode 100644 index 90f8f3b028..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `." -msgstr "" - -msgid "" -"If you're using a code editor or an IDE to debug Godot, check out our :ref:" -"`configuration guides `, which cover the setup " -"process for building and debugging with your particular editor." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/macos_debug.po deleted file mode 100644 index 1f63a34a09..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po deleted file mode 100644 index 4e0fe63650..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 `__ (Windows only)" -msgstr "" - -msgid "`HotSpot `__ (Linux only)" -msgstr "" - -msgid "`Xcode Instruments `__ (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 `` (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 ** 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po deleted file mode 100644 index dcc6cee7bc..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"` 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 ` 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 `__" -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 `__, 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 `__" -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 " -"` 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 `__" -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 `__" -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 `__" -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 `, 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 `__. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/index.po deleted file mode 100644 index c43c04ca53..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po deleted file mode 100644 index 783f47f49c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ``__, 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 `. 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 `. 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 `. 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 " -"`__. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/creating_icons.po deleted file mode 100644 index 9153e8a7b4..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ " -"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 " -"`__. 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 `__ by " -"downloading a binary from its `Releases tab `__ 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`." -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 `__" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/editor_style_guide.po deleted file mode 100644 index 9f5e75d5c5..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/index.po deleted file mode 100644 index 63d88dfffc..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po deleted file mode 100644 index 3373ad915f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"`. 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/ `__ folder of the Godot source " -"repository." -msgstr "" - -msgid "" -"Some editor functionality is also implemented via :ref:`modules " -"`. Some of these are only enabled in editor " -"builds to decrease the binary size of export templates. See the `modules/ " -"`__ folder in the " -"Godot source repository." -msgstr "" - -msgid "Some important files in the editor are:" -msgstr "" - -msgid "" -"`editor/editor_node.cpp `__: Main editor initialization file. Effectively the " -"\"main scene\" of the editor." -msgstr "" - -msgid "" -"`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 `__: 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 `__: The 3D " -"editor viewport and related functionality (toolbar at the top, editing " -"modes, overlaid panels, …)." -msgstr "" - -msgid "" -"`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 `__." -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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po deleted file mode 100644 index f383b78691..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_, 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/index.po deleted file mode 100644 index 0c8897e1e4..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/tscn.po deleted file mode 100644 index ada2d7200b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ in the " -"``ResourceFormatLoaderText`` class." -msgstr "" -"Jos etsit täydellistä kuvausta, jäsennys on käsitelty tiedostossa " -"`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 `__" -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 `__ 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 ``[ key1=value1 key2=value2 " -"key3=value3 ...]`` where resource_type is one of:" -msgstr "" -"Otsikko on muotoa :code:`[ 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//" -" = 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 `." -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 `__ 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 ```` " -"directly to play animations from script. If you name the library, then you " -"must play it as ``/``. 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/" -"/``. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/development/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/development/index.po deleted file mode 100644 index 3b6a73f0ce..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/development/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"`, especially if you're new to using Git or " -"GitHub." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/building_the_manual.po deleted file mode 100644 index d48b7e5b3f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_" -msgstr "https://github.com/godotengine/godot-demo-projects" - -msgid "" -"`make `_ (unless you're using Windows)" -msgstr "" - -msgid "`Python `_ 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 `__." -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 `__ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/class_reference_primer.po deleted file mode 100644 index 5200bd115b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 "``" -msgstr "Kuvaus" - -#, fuzzy -msgid "``" -msgstr "Kuvaus" - -#, fuzzy -msgid "``" -msgstr "Vakiot" - -msgid "" -"`` (in its `` tag; return types and arguments don't " -"take separate documentation strings)" -msgstr "" - -msgid "``" -msgstr "" - -msgid "" -"`` (in its `` tag; arguments don't take separate " -"documentation strings)" -msgstr "" - -msgid "" -"Write in a clear and simple language. Always follow the :ref:`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//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 `." -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 " -"`__ " -"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 `" - -#, fuzzy -msgid "Move the :ref:`class_Sprite2D`." -msgstr ":ref:`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 `." -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 `." -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 `." -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() `." -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 `." -msgstr "" - -msgid "``[signal Class.name]``" -msgstr "" - -#, fuzzy -msgid "Link to signal" -msgstr "Signaalit" - -msgid "``Emit [signal Node.renamed].``" -msgstr "" - -msgid "Emit :ref:`Node.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 `." -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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/content_guidelines.po deleted file mode 100644 index bf4a930169..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po deleted file mode 100644 index a218d89a97..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_. 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 " -"`_. We generate the :ref:`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 `__. 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 `_ 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 `__ and the `official reference `__ 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 `__ for more details. To learn how to use Sphinx directives like " -"``.. note::`` or ``.. seealso::``, check out the `Sphinx directives " -"documentation `__." -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 ` 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) `_, 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) `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po deleted file mode 100644 index e2c11346ac..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 `_, 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 `_. 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 `_. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po deleted file mode 100644 index d04f031990..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po deleted file mode 100644 index 50852eda2e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ (ca. 15,000 words)." -msgstr "" - -msgid "" -"The `online documentation `__ (editor manual and tutorials, ca. 300,000 words)." -msgstr "" - -msgid "" -"The `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 `__ 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 `__ 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 `__ as an example) to find the list of all " -"languages:" -msgstr "" - -msgid "" -"Feel free to consult Weblate's own documentation on the `translation " -"workflow `__ 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 `__ 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 ` 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 `__ or `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 `." -msgstr "" - -msgid "" -"Rename the editor translation PO file to ``.po`` (e.g. ``eo.po`` for " -"Esperanto) and place it in the ``editor/translations/`` folder (`GitHub " -"`__)." -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 " -"`__)." -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 " -"`_ 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 `_), 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 " -"`." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/index.po deleted file mode 100644 index 087ec3d9c7..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"`, 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 `_. 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/fi/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po deleted file mode 100644 index 54b3f8b87d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 `_ 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 `_. " -"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/ `_, but some modules contain their own documentation as well. You " -"will find it in the ``modules//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 `_." -msgstr "" - -msgid "" -"**Important:** If you plan to make large changes, you should create an issue " -"on the `godot-docs repository `_ " -"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 " -"`_. 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 `_ and `Godot Contributors Chat `_." -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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/ways_to_contribute.po b/sphinx/po/fi/LC_MESSAGES/contributing/ways_to_contribute.po deleted file mode 100644 index ff03ca403c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/ways_to_contribute.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ 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 `_ license grants you, making it `free and " -"open source software `_." -msgstr "" - -msgid "" -"As such, everyone is entitled to modify `Godot's source code `_, 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 `_ 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 " -"`_ 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 `_. 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 `_." -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 ` 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 `_ 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 `. 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 `. 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 " -"`_ 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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bisecting_regressions.po deleted file mode 100644 index 15a534a236..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__, " -"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 `__ version control " -"system. In the context of Git, bisecting is the process of performing a " -"manual `binary search `__ 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 `__." -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 ` 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 `__, 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 `. 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 " -"` 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 `__." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po deleted file mode 100644 index be0cd68270..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"`__. 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 `_ 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 `__ 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 " -"`_." -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 `__, we use the following labels:" -msgstr "" -"kopio `godot-cpp säilöstä `_." - -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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/index.po deleted file mode 100644 index 93af1f009f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po deleted file mode 100644 index a1639db2a9..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ or implementing a " -"`proposal `_)." -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 `_ 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 `." -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 `_ 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 `." -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 `_ 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 `_, 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 `_." -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 in \"*. For a more detailed recommendation see the `contributing.md " -"`_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_workflow.po deleted file mode 100644 index c1a1f40e47..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_ is a `Git " -"`_ 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 `_." -msgstr "" -"Jos osallistut dokumentaation tekemiseen, sen säilö löytyy `tästä " -"osoitteesta `_." - -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 `_ website. You can also try out `GitHub's interactive guide `__." -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 `_ 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 `_ 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 ` 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 `` or ``git reset --" -"hard /`` (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 -- `` will undo the unstaged changes to the given " -"files." -msgstr "" - -msgid "``git add `` 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 `` 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 " -"`_." -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 `_ 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 `_ 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" diff --git a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/fi/LC_MESSAGES/contributing/workflow/testing_pull_requests.po deleted file mode 100644 index 8189abc6c6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__ 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 " -"` 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 `__ 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 `__ 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 `__ 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 ` instructions for your operating system." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po deleted file mode 100644 index 74cadcfe07..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `_. 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 ` - 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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po deleted file mode 100644 index 47189a35b9..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 `. 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 ` 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 " -"` solmu sen alisolmuksi. ``AnimatedSprite`` hoitaa " -"pelaajamme ulkoasun ja animaatiot. Huomaa, että solmun vieressä on " -"varoitusmerkki. ``AnimatedSprite`` tarvitsee :ref:`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 ` 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 ` ``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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po deleted file mode 100644 index 7fece2fc14..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po deleted file mode 100644 index 3cf5a4ba65..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` (named ``Mob``)" -msgstr ":ref:`RigidBody2D ` (nimeltä ``Mob``)" - -#, fuzzy -msgid ":ref:`AnimatedSprite2D `" -msgstr ":ref:`AnimatedSprite `" - -msgid ":ref:`CollisionShape2D `" -msgstr ":ref:`CollisionShape2D `" - -#, fuzzy -msgid ":ref:`VisibleOnScreenNotifier2D `" -msgstr "" -":ref:`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 ` properties, set ``Gravity " -"Scale`` to ``0``, so the mob will not fall downward. In addition, under the :" -"ref:`CollisionObject2D ` section, uncheck the ``1`` " -"inside the ``Mask`` property. This will ensure the mobs do not collide with " -"each other." -msgstr "" -":ref:`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 ` 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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po deleted file mode 100644 index 29ac2c349e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 " -"` 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 ` (named ``MobTimer``) - to control how often mobs " -"spawn" -msgstr "" -":ref:`Timer ` (nimeltään ``MobTimer``) - ohjaamaan kuinka usein " -"vihulaiset ilmestyvät" - -msgid "" -":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " -"every second" -msgstr "" -":ref:`Timer ` (nimeltään ``ScoreTimer``) - kasvattamaan " -"pistelaskuria joka sekunti" - -msgid "" -":ref:`Timer ` (named ``StartTimer``) - to give a delay before " -"starting" -msgstr "" -":ref:`Timer ` (nimeltään ``StartTimer``) - antamaan viive ennen " -"aloittamista" - -#, fuzzy -msgid "" -":ref:`Marker2D ` (named ``StartPosition``) - to indicate the " -"player's start position" -msgstr "" -":ref:`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 " -"` 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 ` 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 ` " -"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 ` " -"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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po deleted file mode 100644 index adfd49ce59..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 " -"` 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 ` 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 ` 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 `. To create " -"our UI, we'll use two types of :ref:`Control ` nodes: :ref:" -"`Label ` and :ref:`Button `." -msgstr "" -"Pohjasolmu käyttöliittymäelementeille on :ref:`Control `. " -"Luodaksemme käyttöliittymämme käytämme kahdentyyppisiä :ref:`Control " -"` solmuja: :ref:`Label ` ja :ref:`Button " -"`." - -msgid "Create the following as children of the ``HUD`` node:" -msgstr "Luo seuraavat ``HUD`` solmun alle:" - -msgid ":ref:`Label ` named ``ScoreLabel``." -msgstr ":ref:`Label ` nimeltä ``ScoreLabel``." - -#, fuzzy -msgid ":ref:`Label ` named ``Message``." -msgstr ":ref:`Label ` nimeltä ``MessageLabel``." - -msgid ":ref:`Button ` named ``StartButton``." -msgstr ":ref:`Button ` nimeltä ``StartButton``." - -msgid ":ref:`Timer ` named ``MessageTimer``." -msgstr ":ref:`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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po deleted file mode 100644 index 1ad501be1a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` " -"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 " -"` 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 ` 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 ` 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 ` " -"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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/index.po deleted file mode 100644 index e704984f16..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_2d_game/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `." -msgstr "" - -#, fuzzy -msgid "" -"If you're an experienced programmer, you can find the complete demo's source " -"code here: `Godot demo projects `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -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 `_." -msgstr "" - -#, fuzzy -msgid "Contents" -msgstr "Sisältötesti" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po deleted file mode 100644 index bce6d47a86..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 `__." -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 ` " -"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 ` nodes. They require :ref:" -"`CollisionShape3D ` child nodes to define the " -"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " -"` node, then a :ref:`CollisionShape3D " -"`. Rename the :ref:`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 ` " -"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 " -"` node, head to the *Inspector* and click the " -"** 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 " -"` 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 " -"` as its child." -msgstr "" - -msgid "" -"In the *Inspector*, click on the field next to *Mesh* and create a :ref:" -"`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 " -"`." -msgstr "" - -msgid "" -"We need to move and rotate the :ref:`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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po deleted file mode 100644 index 1a1697f0dc..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` node as the root" -msgstr "" - -msgid "" -"Name the :ref:`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 ` 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 `__ 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 `. In " -"the *Inspector*, on the *Shape* property, add a new :ref:`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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po deleted file mode 100644 index 4e7e5aaa8d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 `" -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 `, and " -"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:" -"`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 ` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po deleted file mode 100644 index 3aa0bde923..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 " -"` node as its root. Name it ``Mob``. Add a child " -"node :ref:`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 `." -msgstr ":ref:`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 `, 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 " -"`. 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 " -"` 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 " -"` 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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po deleted file mode 100644 index 4d1550d051..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 ` 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 ` 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 ` 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 `" -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 ` 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 ` 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 " -"` node. Add a :ref:`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 ` node as a child of ``Main``. Name it " -"``MobTimer``." -msgstr ":ref:`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" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po deleted file mode 100644 index b46ec3ceb6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ /dev/null @@ -1,381 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Jumping and squashing monsters" -msgstr "" - -msgid "" -"In this part, we'll add the ability to jump and squash the monsters. In the " -"next lesson, we'll make the player die when a monster hits them on the " -"ground." -msgstr "" - -#, fuzzy -msgid "" -"First, we have to change a few settings related to physics interactions. " -"Enter the world of :ref:`physics layers " -"`." -msgstr "" -"Lisätietoja varten lue :ref:" -"`doc_physics_introduction_collision_layers_and_masks`." - -#, fuzzy -msgid "Controlling physics interactions" -msgstr "Animaation ohjaaminen" - -msgid "" -"Physics bodies have access to two complementary properties: layers and " -"masks. Layers define on which physics layer(s) an object is." -msgstr "" - -msgid "" -"Masks control the layers that a body will listen to and detect. This affects " -"collision detection. When you want two bodies to interact, you need at least " -"one to have a mask corresponding to the other." -msgstr "" - -msgid "If that's confusing, don't worry, we'll see three examples in a second." -msgstr "" - -msgid "" -"The important point is that you can use layers and masks to filter physics " -"interactions, control performance, and remove the need for extra conditions " -"in your code." -msgstr "" - -msgid "" -"By default, all physics bodies and areas are set to both layer and mask " -"``1``. This means they all collide with each other." -msgstr "" - -msgid "" -"Physics layers are represented by numbers, but we can give them names to " -"keep track of what's what." -msgstr "" - -#, fuzzy -msgid "Setting layer names" -msgstr "Tiedostonimi" - -msgid "" -"Let's give our physics layers a name. Go to *Project -> Project Settings*." -msgstr "" - -msgid "|image0|" -msgstr "|image0|" - -#, fuzzy -msgid "image0" -msgstr "|image0|" - -msgid "" -"In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see " -"a list of layers with a field next to each of them on the right. You can set " -"their names there. Name the first three layers *player*, *enemies*, and " -"*world*, respectively." -msgstr "" - -msgid "|image1|" -msgstr "|image1|" - -#, fuzzy -msgid "image1" -msgstr "|image1|" - -msgid "Now, we can assign them to our physics nodes." -msgstr "" - -#, fuzzy -msgid "Assigning layers and masks" -msgstr "Törmäyskerrokset ja -maskit" - -msgid "" -"In the *Main* scene, select the ``Ground`` node. In the *Inspector*, expand " -"the *Collision* section. There, you can see the node's layers and masks as a " -"grid of buttons." -msgstr "" - -msgid "|image2|" -msgstr "|image2|" - -#, fuzzy -msgid "image2" -msgstr "|image2|" - -msgid "" -"The ground is part of the world, so we want it to be part of the third " -"layer. Click the lit button to toggle **off** the first *Layer* and toggle " -"**on** the third one. Then, toggle **off** the *Mask* by clicking on it." -msgstr "" - -msgid "|image3|" -msgstr "|image3|" - -#, fuzzy -msgid "image3" -msgstr "|image3|" - -msgid "" -"As mentioned before, the *Mask* property allows a node to listen to " -"interaction with other physics objects, but we don't need it to have " -"collisions. ``Ground`` doesn't need to listen to anything; it's just there " -"to prevent creatures from falling." -msgstr "" - -msgid "" -"Note that you can click the \"...\" button on the right side of the " -"properties to see a list of named checkboxes." -msgstr "" - -msgid "|image4|" -msgstr "|image4|" - -#, fuzzy -msgid "image4" -msgstr "|image4|" - -msgid "" -"Next up are the ``Player`` and the ``Mob``. Open ``player.tscn`` by double-" -"clicking the file in the *FileSystem* dock." -msgstr "" - -msgid "" -"Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" " -"and \"world\". You can leave the default *Layer* property as it is, because " -"the first layer is the \"player\" layer." -msgstr "" - -msgid "|image5|" -msgstr "|image5|" - -#, fuzzy -msgid "image5" -msgstr "|image5|" - -msgid "" -"Then, open the *Mob* scene by double-clicking on ``mob.tscn`` and select the " -"``Mob`` node." -msgstr "" - -msgid "" -"Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " -"Mask*, leaving the mask empty." -msgstr "" - -msgid "|image6|" -msgstr "" - -#, fuzzy -msgid "image6" -msgstr "|image1|" - -msgid "" -"These settings mean the monsters will move through one another. If you want " -"the monsters to collide with and slide against each other, turn **on** the " -"\"enemies\" mask." -msgstr "" - -msgid "" -"The mobs don't need to mask the \"world\" layer because they only move on " -"the XZ plane. We don't apply any gravity to them by design." -msgstr "" - -msgid "Jumping" -msgstr "" - -msgid "" -"The jumping mechanic itself requires only two lines of code. Open the " -"*Player* script. We need a value to control the jump's strength and update " -"``_physics_process()`` to code the jump." -msgstr "" - -msgid "" -"After the line that defines ``fall_acceleration``, at the top of the script, " -"add the ``jump_impulse``." -msgstr "" - -msgid "" -"Inside ``_physics_process()``, add the following code before the " -"``move_and_slide()`` codeblock." -msgstr "" - -msgid "That's all you need to jump!" -msgstr "" - -msgid "" -"The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` class. " -"It returns ``true`` if the body collided with the floor in this frame. " -"That's why we apply gravity to the *Player*: so we collide with the floor " -"instead of floating over it like the monsters." -msgstr "" - -msgid "" -"If the character is on the floor and the player presses \"jump\", we " -"instantly give them a lot of vertical speed. In games, you really want " -"controls to be responsive and giving instant speed boosts like these, while " -"unrealistic, feels great." -msgstr "" - -msgid "" -"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " -"axis is positive downwards." -msgstr "" - -#, fuzzy -msgid "Squashing monsters" -msgstr "Mukautettujen Container-tyyppien luonti" - -msgid "" -"Let's add the squash mechanic next. We're going to make the character bounce " -"over monsters and kill them at the same time." -msgstr "" - -msgid "" -"We need to detect collisions with a monster and to differentiate them from " -"collisions with the floor. To do so, we can use Godot's :ref:`group " -"` tagging feature." -msgstr "" - -msgid "" -"Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the " -"*Node* dock on the right to see a list of signals. The *Node* dock has two " -"tabs: *Signals*, which you've already used, and *Groups*, which allows you " -"to assign tags to nodes." -msgstr "" - -msgid "" -"Click on it to reveal a field where you can write a tag name. Enter \"mob\" " -"in the field and click the *Add* button." -msgstr "" - -msgid "|image7|" -msgstr "|image7|" - -#, fuzzy -msgid "image7" -msgstr "|image7|" - -msgid "" -"An icon appears in the *Scene* dock to indicate the node is part of at least " -"one group." -msgstr "" - -msgid "|image8|" -msgstr "|image8|" - -#, fuzzy -msgid "image8" -msgstr "|image8|" - -msgid "" -"We can now use the group from the code to distinguish collisions with " -"monsters from collisions with the floor." -msgstr "" - -msgid "Coding the squash mechanic" -msgstr "" - -msgid "Head back to the *Player* script to code the squash and bounce." -msgstr "" - -msgid "" -"At the top of the script, we need another property, ``bounce_impulse``. When " -"squashing an enemy, we don't necessarily want the character to go as high up " -"as when jumping." -msgstr "" - -msgid "" -"Then, after the **Jumping** codeblock we added above in " -"``_physics_process()``, add the following loop. With ``move_and_slide()``, " -"Godot makes the body move sometimes multiple times in a row to smooth out " -"the character's motion. So we have to loop over all collisions that may have " -"happened." -msgstr "" - -msgid "" -"In every iteration of the loop, we check if we landed on a mob. If so, we " -"kill it and bounce." -msgstr "" - -msgid "" -"With this code, if no collisions occurred on a given frame, the loop won't " -"run." -msgstr "" - -msgid "That's a lot of new functions. Here's some more information about them." -msgstr "" - -msgid "" -"The functions ``get_slide_collision_count()`` and ``get_slide_collision()`` " -"both come from the :ref:`CharacterBody3D ` class and " -"are related to ``move_and_slide()``." -msgstr "" - -msgid "" -"``get_slide_collision()`` returns a :ref:" -"`KinematicCollision3D` object that holds " -"information about where and how the collision occurred. For example, we use " -"its ``get_collider`` property to check if we collided with a \"mob\" by " -"calling ``is_in_group()`` on it: ``collision.get_collider()." -"is_in_group(\"mob\")``." -msgstr "" - -msgid "" -"The method ``is_in_group()`` is available on every :ref:`Node`." -msgstr "" - -msgid "" -"To check that we are landing on the monster, we use the vector dot product: " -"``Vector3.UP.dot(collision.get_normal()) > 0.1``. The collision normal is a " -"3D vector that is perpendicular to the plane where the collision occurred. " -"The dot product allows us to compare it to the up direction." -msgstr "" - -msgid "" -"With dot products, when the result is greater than ``0``, the two vectors " -"are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells " -"us that we are roughly above the monster." -msgstr "" - -msgid "" -"We are calling one undefined function, ``mob.squash()``, so we have to add " -"it to the Mob class." -msgstr "" - -msgid "" -"Open the script ``Mob.gd`` by double-clicking on it in the *FileSystem* " -"dock. At the top of the script, we want to define a new signal named " -"``squashed``. And at the bottom, you can add the squash function, where we " -"emit the signal and destroy the mob." -msgstr "" - -msgid "We will use the signal to add points to the score in the next lesson." -msgstr "" - -msgid "" -"With that, you should be able to kill monsters by jumping on them. You can " -"press :kbd:`F5` to try the game and set ``main.tscn`` as your project's main " -"scene." -msgstr "" - -msgid "However, the player won't die yet. We'll work on that in the next part." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po deleted file mode 100644 index 5b1eae2eaa..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ /dev/null @@ -1,205 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Killing the player" -msgstr "Pelaajan liikuttaminen" - -msgid "" -"We can kill enemies by jumping on them, but the player still can't die. " -"Let's fix this." -msgstr "" - -msgid "" -"We want to detect being hit by an enemy differently from squashing them. We " -"want the player to die when they're moving on the floor, but not if they're " -"in the air. We could use vector math to distinguish the two kinds of " -"collisions. Instead, though, we will use an :ref:`Area3D ` " -"node, which works well for hitboxes." -msgstr "" - -msgid "Hitbox with the Area node" -msgstr "" - -msgid "" -"Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D " -"`. Name it ``MobDetector`` Add a :ref:`CollisionShape3D " -"` node as a child of it." -msgstr "" - -msgid "|image0|" -msgstr "|image0|" - -#, fuzzy -msgid "image0" -msgstr "|image0|" - -msgid "In the *Inspector*, assign a cylinder shape to it." -msgstr "" - -msgid "|image1|" -msgstr "|image1|" - -#, fuzzy -msgid "image1" -msgstr "|image1|" - -msgid "" -"Here is a trick you can use to make the collisions only happen when the " -"player is on the ground or close to it. You can reduce the cylinder's height " -"and move it up to the top of the character. This way, when the player jumps, " -"the shape will be too high up for the enemies to collide with it." -msgstr "" - -msgid "|image2|" -msgstr "|image2|" - -#, fuzzy -msgid "image2" -msgstr "|image2|" - -msgid "" -"You also want the cylinder to be wider than the sphere. This way, the player " -"gets hit before colliding and being pushed on top of the monster's collision " -"box." -msgstr "" - -msgid "The wider the cylinder, the more easily the player will get killed." -msgstr "" - -msgid "" -"Next, select the ``MobDetector`` node again, and in the *Inspector*, turn " -"**off** its *Monitorable* property. This makes it so other physics nodes " -"cannot detect the area. The complementary *Monitoring* property allows it to " -"detect collisions. Then, remove the *Collision -> Layer* and set the mask to " -"the \"enemies\" layer." -msgstr "" - -msgid "|image3|" -msgstr "|image3|" - -#, fuzzy -msgid "image3" -msgstr "|image3|" - -msgid "" -"When areas detect a collision, they emit signals. We're going to connect one " -"to the ``Player`` node. Select ``MobDetector`` and go to *Inspector*'s " -"*Node* tab, double-click the ``body_entered`` signal and connect it to the " -"``Player``" -msgstr "" - -msgid "|image4|" -msgstr "|image4|" - -#, fuzzy -msgid "image4" -msgstr "|image4|" - -msgid "" -"The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D " -"` or a :ref:`RigidBody3D ` node " -"enters it. As it only masks the \"enemies\" physics layers, it will only " -"detect the ``Mob`` nodes." -msgstr "" - -msgid "" -"Code-wise, we're going to do two things: emit a signal we'll later use to " -"end the game and destroy the player. We can wrap these operations in a " -"``die()`` function that helps us put a descriptive label on the code." -msgstr "" - -msgid "" -"Try the game again by pressing :kbd:`F5`. If everything is set up correctly, " -"the character should die when an enemy runs into the collider. Note that " -"without a ``Player``, the following line" -msgstr "" - -msgid "gives error because there is no $Player!" -msgstr "" - -msgid "" -"Also note that the enemy colliding with the player and dying depends on the " -"size and position of the ``Player`` and the ``Mob``\\ 's collision shapes. " -"You may need to move them and resize them to achieve a tight game feel." -msgstr "" - -#, fuzzy -msgid "Ending the game" -msgstr "Pelaajan liikuttaminen" - -msgid "" -"We can use the ``Player``\\ 's ``hit`` signal to end the game. All we need " -"to do is connect it to the ``Main`` node and stop the ``MobTimer`` in " -"reaction." -msgstr "" - -msgid "" -"Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, " -"connect its ``hit`` signal to the ``Main`` node." -msgstr "" - -msgid "|image5|" -msgstr "|image5|" - -#, fuzzy -msgid "image5" -msgstr "|image5|" - -msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." -msgstr "" - -msgid "" -"If you try the game now, the monsters will stop spawning when you die, and " -"the remaining ones will leave the screen." -msgstr "" - -msgid "" -"You can pat yourself in the back: you prototyped a complete 3D game, even if " -"it's still a bit rough." -msgstr "" - -msgid "" -"From there, we'll add a score, the option to retry the game, and you'll see " -"how you can make the game feel much more alive with minimalistic animations." -msgstr "" - -#, fuzzy -msgid "Code checkpoint" -msgstr "Aseta tai poista keskeytyskohta" - -msgid "" -"Here are the complete scripts for the ``Main``, ``Mob``, and ``Player`` " -"nodes, for reference. You can use them to compare and check your code." -msgstr "" - -msgid "Starting with ``main.gd``." -msgstr "" - -msgid "Next is ``Mob.gd``." -msgstr "" - -msgid "Finally, the longest script, ``Player.gd``:" -msgstr "" - -msgid "See you in the next lesson to add the score and the retry option." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po deleted file mode 100644 index 9e22ae03e2..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ /dev/null @@ -1,507 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Score and replay" -msgstr "ScoreLabel" - -msgid "" -"In this part, we'll add the score, music playback, and the ability to " -"restart the game." -msgstr "" - -msgid "" -"We have to keep track of the current score in a variable and display it on " -"screen using a minimal interface. We will use a text label to do that." -msgstr "" - -msgid "" -"In the main scene, add a new child node :ref:`Control ` to " -"``Main`` and name it ``UserInterface``. You will automatically be taken to " -"the 2D screen, where you can edit your User Interface (UI)." -msgstr "" - -#, fuzzy -msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" -msgstr ":ref:`Label ` nimeltä ``ScoreLabel``." - -msgid "|image1|" -msgstr "|image1|" - -#, fuzzy -msgid "image1" -msgstr "|image1|" - -msgid "" -"In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: " -"0\"." -msgstr "" - -msgid "|image2|" -msgstr "|image2|" - -#, fuzzy -msgid "image2" -msgstr "|image2|" - -msgid "" -"Also, the text is white by default, like our game's background. We need to " -"change its color to see it at runtime." -msgstr "" - -msgid "" -"Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " -"Color* in order to tint the text to black (which contrasts well with the " -"white 3D scene)" -msgstr "" - -msgid "|image3|" -msgstr "|image3|" - -#, fuzzy -msgid "image3" -msgstr "|image3|" - -msgid "" -"Finally, click and drag on the text in the viewport to move it away from the " -"top-left corner." -msgstr "" - -msgid "|image4|" -msgstr "|image4|" - -#, fuzzy -msgid "image4" -msgstr "|image4|" - -msgid "" -"The ``UserInterface`` node allows us to group our UI in a branch of the " -"scene tree and use a theme resource that will propagate to all its children. " -"We'll use it to set our game's font." -msgstr "" - -#, fuzzy -msgid "Creating a UI theme" -msgstr "Puun luonti" - -msgid "" -"Once again, select the ``UserInterface`` node. In the *Inspector*, create a " -"new theme resource in *Theme -> Theme*." -msgstr "" - -msgid "|image5|" -msgstr "|image5|" - -#, fuzzy -msgid "image5" -msgstr "|image5|" - -msgid "" -"Click on it to open the theme editor In the bottom panel. It gives you a " -"preview of how all the built-in UI widgets will look with your theme " -"resource." -msgstr "" - -msgid "|image6|" -msgstr "" - -#, fuzzy -msgid "image6" -msgstr "|image1|" - -msgid "By default, a theme only has one property, the *Default Font*." -msgstr "" - -msgid "" -"You can add more properties to the theme resource to design complex user " -"interfaces, but that is beyond the scope of this series. To learn more about " -"creating and editing themes, see :ref:`doc_gui_skinning`." -msgstr "" - -msgid "" -"This one expects a font file like the ones you have on your computer. Two " -"common font file formats are TrueType Font (TTF) and OpenType Font (OTF)." -msgstr "" - -msgid "" -"In the *FileSystem* dock, expand the ``fonts`` directory and click and drag " -"the ``Montserrat-Medium.ttf`` file we included in the project onto the " -"*Default Font*. The text will reappear in the theme preview." -msgstr "" - -msgid "" -"The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " -"increase the text's size." -msgstr "" - -msgid "|image7|" -msgstr "|image7|" - -#, fuzzy -msgid "image7" -msgstr "|image7|" - -#, fuzzy -msgid "Keeping track of the score" -msgstr "Datan vastaanottaminen servereiltä" - -msgid "" -"Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " -"define the ``score`` variable." -msgstr "" - -msgid "" -"The score should increase by ``1`` every time we squash a monster. We can " -"use their ``squashed`` signal to know when that happens. However, because we " -"instantiate monsters from the code, we cannot connect the mob signal to the " -"``ScoreLabel`` via the editor." -msgstr "" - -msgid "" -"Instead, we have to make the connection from the code every time we spawn a " -"monster." -msgstr "" - -msgid "" -"Open the script ``main.gd``. If it's still open, you can click on its name " -"in the script editor's left column." -msgstr "" - -msgid "|image8|" -msgstr "|image8|" - -#, fuzzy -msgid "image8" -msgstr "|image8|" - -msgid "" -"Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " -"dock." -msgstr "" - -msgid "" -"At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " -"line:" -msgstr "" - -msgid "" -"This line means that when the mob emits the ``squashed`` signal, the " -"``ScoreLabel`` node will receive it and call the function " -"``_on_mob_squashed()``." -msgstr "" - -msgid "" -"Head back to the ``ScoreLabel.gd`` script to define the " -"``_on_mob_squashed()`` callback function." -msgstr "" - -msgid "There, we increment the score and update the displayed text." -msgstr "" - -msgid "" -"The second line uses the value of the ``score`` variable to replace the " -"placeholder ``%s``. When using this feature, Godot automatically converts " -"values to string text, which is convenient when outputting text in labels or " -"when using the ``print()`` function." -msgstr "" - -msgid "" -"You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " -"In C#, consider using `string interpolation with \"$\" `_." -msgstr "" - -msgid "" -"You can now play the game and squash a few enemies to see the score increase." -msgstr "" - -msgid "|image9|" -msgstr "|image9|" - -#, fuzzy -msgid "image9" -msgstr "|image9|" - -msgid "" -"In a complex game, you may want to completely separate your user interface " -"from the game world. In that case, you would not keep track of the score on " -"the label. Instead, you may want to store it in a separate, dedicated " -"object. But when prototyping or when your project is simple, it is fine to " -"keep your code simple. Programming is always a balancing act." -msgstr "" - -#, fuzzy -msgid "Retrying the game" -msgstr "Skenen pystytys" - -msgid "" -"We'll now add the ability to play again after dying. When the player dies, " -"we'll display a message on the screen and wait for input." -msgstr "" - -msgid "" -"Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " -"a child node :ref:`ColorRect `, and name it ``Retry``. This " -"node fills a rectangle with a uniform color and will serve as an overlay to " -"darken the screen." -msgstr "" - -msgid "" -"To make it span over the whole viewport, you can use the *Anchor Preset* " -"menu in the toolbar." -msgstr "" - -msgid "|image10|" -msgstr "|image10|" - -#, fuzzy -msgid "image10" -msgstr "|image10|" - -msgid "Open it and apply the *Full Rect* command." -msgstr "" - -msgid "|image11|" -msgstr "|image11|" - -#, fuzzy -msgid "image11" -msgstr "|image11|" - -msgid "" -"Nothing happens. Well, almost nothing; only the four green pins move to the " -"corners of the selection box." -msgstr "" - -msgid "|image12|" -msgstr "|image12|" - -#, fuzzy -msgid "image12" -msgstr "|image12|" - -msgid "" -"This is because UI nodes (all the ones with a green icon) work with anchors " -"and margins relative to their parent's bounding box. Here, the " -"``UserInterface`` node has a small size and the ``Retry`` one is limited by " -"it." -msgstr "" - -msgid "" -"Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " -"well. The ``Retry`` node should now span the whole viewport." -msgstr "" - -msgid "" -"Let's change its color so it darkens the game area. Select ``Retry`` and in " -"the *Inspector*, set its *Color* to something both dark and transparent. To " -"do so, in the color picker, drag the *A* slider to the left. It controls the " -"color's Alpha channel, that is to say, its opacity/transparency." -msgstr "" - -msgid "|image13|" -msgstr "|image13|" - -#, fuzzy -msgid "image13" -msgstr "|image13|" - -msgid "" -"Next, add a :ref:`Label ` as a child of ``Retry`` and give it " -"the *Text* \"Press Enter to retry.\" To move it and anchor it in the center " -"of the screen, apply *Anchor Preset -> Center* to it." -msgstr "" - -msgid "|image14|" -msgstr "|image14|" - -#, fuzzy -msgid "image14" -msgstr "|image14|" - -#, fuzzy -msgid "Coding the retry option" -msgstr "Virtuaalifunktion ylikirjoitus" - -msgid "" -"We can now head to the code to show and hide the ``Retry`` node when the " -"player dies and plays again." -msgstr "" - -msgid "" -"Open the script ``main.gd``. First, we want to hide the overlay at the start " -"of the game. Add this line to the ``_ready()`` function." -msgstr "" - -msgid "Then, when the player gets hit, we show the overlay." -msgstr "" - -msgid "" -"Finally, when the ``Retry`` node is visible, we need to listen to the " -"player's input and restart the game if they press enter. To do this, we use " -"the built-in ``_unhandled_input()`` callback, which is triggered on any " -"input." -msgstr "" - -msgid "" -"If the player pressed the predefined ``ui_accept`` input action and " -"``Retry`` is visible, we reload the current scene." -msgstr "" - -msgid "" -"The function ``get_tree()`` gives us access to the global :ref:`SceneTree " -"` object, which allows us to reload and restart the current " -"scene." -msgstr "" - -#, fuzzy -msgid "Adding music" -msgstr "Skriptin lisäys" - -msgid "" -"To add music that plays continuously in the background, we're going to use " -"another feature in Godot: :ref:`autoloads `." -msgstr "" - -msgid "" -"To play audio, all you need to do is add an :ref:`AudioStreamPlayer " -"` node to your scene and attach an audio file to " -"it. When you start the scene, it can play automatically. However, when you " -"reload the scene, like we do to play again, the audio nodes are also reset, " -"and the music starts back from the beginning." -msgstr "" - -msgid "" -"You can use the autoload feature to have Godot load a node or a scene " -"automatically at the start of the game, outside the current scene. You can " -"also use it to create globally accessible objects." -msgstr "" - -msgid "" -"Create a new scene by going to the *Scene* menu and clicking *New Scene* or " -"by using the *+* icon next to your currently opened scene." -msgstr "" - -#, fuzzy -msgid "|image15|" -msgstr "|image1|" - -#, fuzzy -msgid "image15" -msgstr "|image1|" - -msgid "" -"Click the *Other Node* button to create an :ref:`AudioStreamPlayer " -"` and rename it to ``MusicPlayer``." -msgstr "" - -#, fuzzy -msgid "|image16|" -msgstr "|image1|" - -#, fuzzy -msgid "image16" -msgstr "|image1|" - -msgid "" -"We included a music soundtrack in the ``art/`` directory, ``House In a " -"Forest Loop.ogg``. Click and drag it onto the *Stream* property in the " -"*Inspector*. Also, turn on *Autoplay* so the music plays automatically at " -"the start of the game." -msgstr "" - -#, fuzzy -msgid "|image17|" -msgstr "|image1|" - -#, fuzzy -msgid "image17" -msgstr "|image1|" - -#, fuzzy -msgid "Save the scene as ``MusicPlayer.tscn``." -msgstr "Lopuksi tallenna skene nimellä kuten esimerkiksi ``sayhello.tscn``." - -msgid "" -"We have to register it as an autoload. Head to the *Project -> Project " -"Settings…* menu and click on the *Autoload* tab." -msgstr "" - -msgid "" -"In the *Path* field, you want to enter the path to your scene. Click the " -"folder icon to open the file browser and double-click on ``MusicPlayer." -"tscn``. Then, click the *Add* button on the right to register the node." -msgstr "" - -#, fuzzy -msgid "|image18|" -msgstr "|image1|" - -#, fuzzy -msgid "image18" -msgstr "|image1|" - -msgid "" -"``MusicPlayer.tscn`` now loads into any scene you open or play. So if you " -"run the game now, the music will play automatically in any scene." -msgstr "" - -msgid "" -"Before we wrap up this lesson, here's a quick look at how it works under the " -"hood. When you run the game, your *Scene* dock changes to give you two tabs: " -"*Remote* and *Local*." -msgstr "" - -#, fuzzy -msgid "|image19|" -msgstr "|image1|" - -#, fuzzy -msgid "image19" -msgstr "|image1|" - -msgid "" -"The *Remote* tab allows you to visualize the node tree of your running game. " -"There, you will see the *Main* node and everything the scene contains and " -"the instantiated mobs at the bottom." -msgstr "" - -#, fuzzy -msgid "|image20|" -msgstr "|image2|" - -#, fuzzy -msgid "image20" -msgstr "|image2|" - -msgid "" -"At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " -"your game's viewport." -msgstr "" - -msgid "" -"And that does it for this lesson. In the next part, we'll add an animation " -"to make the game both look and feel much nicer." -msgstr "" - -msgid "Here is the complete ``main.gd`` script for reference." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po deleted file mode 100644 index fe1652ada1..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Character animation" -msgstr "Spriten animaatio" - -msgid "" -"In this final lesson, we'll use Godot's built-in animation tools to make our " -"characters float and flap. You'll learn to design animations in the editor " -"and use code to make your game feel alive." -msgstr "" - -msgid "|image0|" -msgstr "|image0|" - -#, fuzzy -msgid "image0" -msgstr "|image0|" - -#, fuzzy -msgid "We'll start with an introduction to using the animation editor." -msgstr "Tutustuminen CSG-solmuihin" - -#, fuzzy -msgid "Using the animation editor" -msgstr "Sisäänrakennettu teemaeditori." - -msgid "" -"The engine comes with tools to author animations in the editor. You can then " -"use the code to play and control them at runtime." -msgstr "" - -msgid "" -"Open the player scene, select the ``Player`` node, and add an :ref:" -"`AnimationPlayer ` node." -msgstr "" - -msgid "The *Animation* dock appears in the bottom panel." -msgstr "" - -msgid "|image1|" -msgstr "|image1|" - -#, fuzzy -msgid "image1" -msgstr "|image1|" - -msgid "" -"It features a toolbar and the animation drop-down menu at the top, a track " -"editor in the middle that's currently empty, and filter, snap, and zoom " -"options at the bottom." -msgstr "" - -msgid "Let's create an animation. Click on *Animation -> New*." -msgstr "" - -msgid "|image2|" -msgstr "|image2|" - -#, fuzzy -msgid "image2" -msgstr "|image2|" - -#, fuzzy -msgid "Name the animation \"float\"." -msgstr "muodon ruutuanimaatio" - -msgid "|image3|" -msgstr "|image3|" - -#, fuzzy -msgid "image3" -msgstr "|image3|" - -msgid "" -"Once you've created the animation, the timeline appears with numbers " -"representing time in seconds." -msgstr "" - -msgid "|image4|" -msgstr "|image4|" - -#, fuzzy -msgid "image4" -msgstr "|image4|" - -msgid "" -"We want the animation to start playback automatically at the start of the " -"game. Also, it should loop." -msgstr "" - -msgid "" -"To do so, you can click the button with an \"A+\" icon in the animation " -"toolbar and the looping arrows, respectively." -msgstr "" - -msgid "|image5|" -msgstr "|image5|" - -#, fuzzy -msgid "image5" -msgstr "|image5|" - -msgid "" -"You can also pin the animation editor by clicking the pin icon in the top-" -"right. This prevents it from folding when you click on the viewport and " -"deselect the nodes." -msgstr "" - -msgid "|image6|" -msgstr "" - -#, fuzzy -msgid "image6" -msgstr "|image1|" - -msgid "" -"Set the animation duration to ``1.2`` seconds in the top-right of the dock." -msgstr "" - -msgid "|image7|" -msgstr "|image7|" - -#, fuzzy -msgid "image7" -msgstr "|image7|" - -msgid "" -"You should see the gray ribbon widen a bit. It shows you the start and end " -"of your animation and the vertical blue line is your time cursor." -msgstr "" - -msgid "|image8|" -msgstr "|image8|" - -#, fuzzy -msgid "image8" -msgstr "|image8|" - -msgid "" -"You can click and drag the slider in the bottom-right to zoom in and out of " -"the timeline." -msgstr "" - -msgid "|image9|" -msgstr "|image9|" - -#, fuzzy -msgid "image9" -msgstr "|image9|" - -#, fuzzy -msgid "The float animation" -msgstr "valon animaatio" - -msgid "" -"With the animation player node, you can animate most properties on as many " -"nodes as you need. Notice the key icon next to properties in the " -"*Inspector*. You can click any of them to create a keyframe, a time and " -"value pair for the corresponding property. The keyframe gets inserted where " -"your time cursor is in the timeline." -msgstr "" - -msgid "" -"Let's insert our first keys. Here, we will animate both the position and the " -"rotation of the ``Character`` node." -msgstr "" - -msgid "" -"Select the ``Character`` and in the *Inspector* expand the *Transform* " -"section. Click the key icon next to *Position*, and *Rotation*." -msgstr "" - -msgid "|image10|" -msgstr "|image10|" - -#, fuzzy -msgid "image10" -msgstr "|image10|" - -msgid "" -"For this tutorial, just create RESET Track(s) which is the default choice" -msgstr "" - -msgid "" -"Two tracks appear in the editor with a diamond icon representing each " -"keyframe." -msgstr "" - -msgid "|image11|" -msgstr "|image11|" - -#, fuzzy -msgid "image11" -msgstr "|image11|" - -msgid "" -"You can click and drag on the diamonds to move them in time. Move the " -"position key to ``0.2`` seconds and the rotation key to ``0.1`` seconds." -msgstr "" - -msgid "|image12|" -msgstr "|image12|" - -#, fuzzy -msgid "image12" -msgstr "|image12|" - -msgid "" -"Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray " -"timeline." -msgstr "" - -msgid "" -"In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the " -"*Rotation*' *X* axis to ``8``." -msgstr "" - -msgid "|image13|" -msgstr "|image13|" - -#, fuzzy -msgid "image13" -msgstr "|image13|" - -msgid "Create a keyframe for both properties" -msgstr "" - -msgid "" -"Now, move the position keyframe to ``0.7`` seconds by dragging it on the " -"timeline." -msgstr "" - -msgid "|image14|" -msgstr "|image14|" - -#, fuzzy -msgid "image14" -msgstr "|image14|" - -msgid "" -"A lecture on the principles of animation is beyond the scope of this " -"tutorial. Just note that you don't want to time and space everything evenly. " -"Instead, animators play with timing and spacing, two core animation " -"principles. You want to offset and contrast in your character's motion to " -"make them feel alive." -msgstr "" - -msgid "" -"Move the time cursor to the end of the animation, at ``1.2`` seconds. Set " -"the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once " -"again, create a key for both properties." -msgstr "" - -msgid "" -"You can preview the result by clicking the play button or pressing :kbd:" -"`Shift + D`. Click the stop button or press :kbd:`S` to stop playback." -msgstr "" - -#, fuzzy -msgid "|image15|" -msgstr "|image1|" - -#, fuzzy -msgid "image15" -msgstr "|image1|" - -msgid "" -"You can see that the engine interpolates between your keyframes to produce a " -"continuous animation. At the moment, though, the motion feels very robotic. " -"This is because the default interpolation is linear, causing constant " -"transitions, unlike how living things move in the real world." -msgstr "" - -msgid "We can control the transition between keyframes using easing curves." -msgstr "" - -msgid "" -"Click and drag around the first two keys in the timeline to box select them." -msgstr "" - -#, fuzzy -msgid "|image16|" -msgstr "|image1|" - -#, fuzzy -msgid "image16" -msgstr "|image1|" - -msgid "" -"You can edit the properties of both keys simultaneously in the *Inspector*, " -"where you can see an *Easing* property." -msgstr "" - -#, fuzzy -msgid "|image17|" -msgstr "|image1|" - -#, fuzzy -msgid "image17" -msgstr "|image1|" - -msgid "" -"Click and drag on the curve, pulling it towards the left. This will make it " -"ease-out, that is to say, transition fast initially and slow down as the " -"time cursor reaches the next keyframe." -msgstr "" - -#, fuzzy -msgid "|image18|" -msgstr "|image1|" - -#, fuzzy -msgid "image18" -msgstr "|image1|" - -msgid "" -"Play the animation again to see the difference. The first half should " -"already feel a bit bouncier." -msgstr "" - -msgid "Apply an ease-out to the second keyframe in the rotation track." -msgstr "" - -#, fuzzy -msgid "|image19|" -msgstr "|image1|" - -#, fuzzy -msgid "image19" -msgstr "|image1|" - -msgid "" -"Do the opposite for the second position keyframe, dragging it to the right." -msgstr "" - -#, fuzzy -msgid "|image20|" -msgstr "|image2|" - -#, fuzzy -msgid "image20" -msgstr "|image2|" - -#, fuzzy -msgid "Your animation should look something like this." -msgstr "Lopullisen luurankosi pitäisi näyttää kutakuinkin tältä:" - -#, fuzzy -msgid "|image21|" -msgstr "|image2|" - -#, fuzzy -msgid "image21" -msgstr "|image2|" - -msgid "" -"Animations update the properties of the animated nodes every frame, " -"overriding initial values. If we directly animated the *Player* node, it " -"would prevent us from moving it in code. This is where the *Pivot* node " -"comes in handy: even though we animated the *Character*, we can still move " -"and rotate the *Pivot* and layer changes on top of the animation in a script." -msgstr "" - -msgid "If you play the game, the player's creature will now float!" -msgstr "" - -msgid "" -"If the creature is a little too close to the floor, you can move the " -"``Pivot`` up to offset it." -msgstr "" - -#, fuzzy -msgid "Controlling the animation in code" -msgstr "Animaation ohjaaminen" - -msgid "" -"We can use code to control the animation playback based on the player's " -"input. Let's change the animation speed when the character is moving." -msgstr "" - -msgid "Open the ``Player``'s script by clicking the script icon next to it." -msgstr "" - -#, fuzzy -msgid "|image22|" -msgstr "|image2|" - -#, fuzzy -msgid "image22" -msgstr "|image2|" - -msgid "" -"In ``_physics_process()``, after the line where we check the ``direction`` " -"vector, add the following code." -msgstr "" - -msgid "" -"This code makes it so when the player moves, we multiply the playback speed " -"by ``4``. When they stop, we reset it to normal." -msgstr "" - -msgid "" -"We mentioned that the ``Pivot`` could layer transforms on top of the " -"animation. We can make the character arc when jumping using the following " -"line of code. Add it at the end of ``_physics_process()``." -msgstr "" - -#, fuzzy -msgid "Animating the mobs" -msgstr "Yhden kalan animointi" - -msgid "" -"Here's another nice trick with animations in Godot: as long as you use a " -"similar node structure, you can copy them to different scenes." -msgstr "" - -msgid "" -"For example, both the ``Mob`` and the ``Player`` scenes have a ``Pivot`` and " -"a ``Character`` node, so we can reuse animations between them." -msgstr "" - -msgid "" -"Open the *Player* scene, select the AnimationPlayer node and open the " -"\"float\" animation. Next, click on **Animation > Copy**. Then open ``mob." -"tscn``, create an AnimationPlayer child node and select it. Click " -"**Animation > Paste** and make sure that the button with an \"A+\" icon " -"(Autoplay on Load) and the looping arrows (Animation looping) are also " -"turned on in the animation editor in the bottom panel. That's it; all " -"monsters will now play the float animation." -msgstr "" - -msgid "" -"We can change the playback speed based on the creature's ``random_speed``. " -"Open the *Mob*'s script and at the end of the ``initialize()`` function, add " -"the following line." -msgstr "" - -msgid "And with that, you finished coding your first complete 3D game." -msgstr "" -"Sen jälkeen olet saanut valmiiksi ensimmäisen kokonaisen 3D-pelisi " -"koodauksen." - -#, fuzzy -msgid "**Congratulations**!" -msgstr "Yleiset ominaisuudet" - -msgid "" -"In the next part, we'll quickly recap what you learned and give you some " -"links to keep learning more. But for now, here are the complete ``Player." -"gd`` and ``Mob.gd`` so you can check your code against them." -msgstr "" - -msgid "Here's the *Player* script." -msgstr "" - -msgid "And the *Mob*'s script." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/going_further.po deleted file mode 100644 index c00bf6dbb0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ /dev/null @@ -1,97 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Going further" -msgstr "Pelaajan liikuttaminen" - -msgid "" -"You can pat yourself on the back for having completed your first 3D game " -"with Godot." -msgstr "" -"Voit taputtaa itseäsi selkään, kun olet saanut ensimmäisen 3D-pelisi " -"valmiiksi Godotilla." - -msgid "" -"In this series, we went over a wide range of techniques and editor features. " -"Hopefully, you've witnessed how intuitive Godot's scene system can be and " -"learned a few tricks you can apply in your projects." -msgstr "" - -msgid "" -"But we just scratched the surface: Godot has a lot more in store for you to " -"save time creating games. And you can learn all that by browsing the " -"documentation." -msgstr "" - -msgid "" -"Where should you begin? Below, you'll find a few pages to start exploring " -"and build upon what you've learned so far." -msgstr "" - -#, fuzzy -msgid "" -"But before that, here's a link to download a completed version of the " -"project: ``_." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, fuzzy -msgid "Exploring the manual" -msgstr "Planeetan värjäys" - -msgid "" -"The manual is your ally whenever you have a doubt or you're curious about a " -"feature. It does not contain tutorials about specific game genres or " -"mechanics. Instead, it explains how Godot works in general. In it, you will " -"find information about 2D, 3D, physics, rendering and performance, and much " -"more." -msgstr "" - -msgid "Here are the sections we recommend you to explore next:" -msgstr "" - -msgid "" -"Read the :ref:`Scripting section ` to learn " -"essential programming features you'll use in every project." -msgstr "" - -msgid "" -"The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." -msgstr "" - -msgid "" -":ref:`Inputs ` is another important one for any " -"game project." -msgstr "" - -msgid "" -"You can start with these or, if you prefer, look at the sidebar menu on the " -"left and pick your options." -msgstr "" - -msgid "" -"We hope you enjoyed this tutorial series, and we're looking forward to " -"seeing what you achieve using Godot." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/index.po deleted file mode 100644 index 53dfc883d0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/first_3d_game/index.po +++ /dev/null @@ -1,114 +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 , 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 \n" -"Language-Team: LANGUAGE \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 3D game" -msgstr "Ensimmäinen 3D-pelisi" - -msgid "" -"In this step-by-step tutorial series, you will create your first complete 3D " -"game with Godot. By the end of the series, you will have a simple yet " -"finished project of your own like the animated gif below." -msgstr "" -"Tässä vaiheittaisessa opetussarjassa luot ensimmäisen täydellisen 3D-pelisi " -"Godotilla. Sarjan loppuun mennessä sinulla on yksinkertainen mutta valmis " -"projekti, kuten alla oleva animoitu gif." - -msgid "|image0|" -msgstr "|image0|" - -#, fuzzy -msgid "image0" -msgstr "|image0|" - -msgid "" -"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a " -"twist: you can now jump and your goal is to squash the creeps. This way, you " -"will both **recognize patterns** you learned in the previous tutorial and " -"**build upon them** with new code and features." -msgstr "" -"Peli, jota koodaamme tässä, on samanlainen kuin :ref:" -"`doc_your_your_first_2d_game`, mutta siinä on eräs käänne: voit nyt hypätä " -"ja tavoitteesi on murskata hiipparit. Näin sekä **tunnistat edellisessä " -"opetusohjelmassa oppimasi mallit** että **rakennat niiden päälle** uutta " -"koodia ja ominaisuuksia." - -msgid "You will learn to:" -msgstr "" - -msgid "Work with 3D coordinates with a jumping mechanic." -msgstr "" - -msgid "" -"Use kinematic bodies to move 3D characters and detect when and how they " -"collide." -msgstr "" - -msgid "" -"Use physics layers and a group to detect interactions with specific entities." -msgstr "" - -msgid "" -"Code basic procedural gameplay by instancing monsters at regular time " -"intervals." -msgstr "" - -msgid "Design a movement animation and change its speed at run-time." -msgstr "" - -msgid "Draw a user interface on a 3D game." -msgstr "" - -msgid "And more." -msgstr "" - -msgid "" -"This tutorial is for beginners who followed the complete getting started " -"series. We'll start slow with detailed instructions and shorten them as we " -"do similar steps. If you're an experienced programmer, you can browse the " -"complete demo's source code here: `Squash the Creep source code `__." -msgstr "" - -msgid "" -"You can follow this series without having done the 2D one. However, if " -"you're new to game development, we recommend you to start with 2D. 3D game " -"code is always more complex and the 2D series will give you foundations to " -"follow along more comfortably." -msgstr "" - -msgid "" -"We prepared some game assets so we can jump straight to the code. You can " -"download them here: `Squash the Creeps assets `__." -msgstr "" - -msgid "" -"We will first work on a basic prototype for the player's movement. We will " -"then add the monsters that we'll spawn randomly around the screen. After " -"that, we'll implement the jump and squashing mechanic before refining the " -"game with some nice animation. We'll wrap up with the score and the retry " -"screen." -msgstr "" - -#, fuzzy -msgid "Contents" -msgstr "Sisältötesti" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po deleted file mode 100644 index e3266d54c3..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ /dev/null @@ -1,224 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "First look at Godot's editor" -msgstr "Ensimmäinen katsauksesi Godotin editoriin" - -msgid "" -"This page will give you a brief overview of Godot's interface. We're going " -"to look at the different main screens and docks to help you situate yourself." -msgstr "" - -msgid "" -"For a comprehensive breakdown of the editor's interface and how to use it, " -"see the :ref:`Editor manual `." -msgstr "" - -#, fuzzy -msgid "The Project Manager" -msgstr "Projektinhallinta" - -#, fuzzy -msgid "" -"When you launch Godot, the first window you see is the Project Manager. In " -"the default tab **Local Projects**, you can manage existing projects, import " -"or create new ones, and more." -msgstr "" -"Käynnistäessäsi Godotin, ensimmäinen ikkuna, jonka näet on " -"Projektinhallinta. Se antaa sinun luoda, poistaa, tuoda tai pelata " -"peliprojekteja." - -msgid "" -"At the top of the window, there is another tab named \"Asset Library " -"Projects\". You can search for demo projects in the open source asset " -"library, which includes many projects developed by the community." -msgstr "" - -msgid "" -"To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." -msgstr "" - -msgid "" -"You can also change the editor's language using the drop-down menu to the " -"right of the engine's version in the window's top-right corner. By default, " -"it is in English (EN)." -msgstr "" - -msgid "" -"When you open a new or an existing project, the editor's interface appears. " -"Let's look at its main areas." -msgstr "" - -msgid "" -"By default, it features **menus**, **main screens**, and playtest buttons " -"along the window's top edge." -msgstr "" - -#, fuzzy -msgid "" -"In the center is the **viewport** with its **toolbar** at the top, where " -"you'll find tools to move, scale, or lock the scene's nodes." -msgstr "" -"Keskellä ylhäällä käytössäsi on **Työkalupalkki (Toolbar)**, josta löydät " -"työkaluja siirtämiseen, koon muuttamiseen ja skenesi objektien " -"lukitsemiseen. Sen sisältö vaihtuu, kun hypit työtilasta toiseen." - -msgid "" -"On either side of the viewport sit the **docks**. And at the bottom of the " -"window lies the **bottom panel**." -msgstr "" - -msgid "" -"The toolbar changes based on the context and selected node. Here is the 2D " -"toolbar." -msgstr "" - -msgid "Below is the 3D one." -msgstr "" - -msgid "" -"Let's look at the docks. The **FileSystem** dock lists your project files, " -"including scripts, images, audio samples, and more." -msgstr "" - -msgid "The **Scene** dock lists the active scene's nodes." -msgstr "" - -msgid "The **Inspector** allows you to edit the properties of a selected node." -msgstr "" - -#, fuzzy -msgid "" -"The **bottom panel**, situated below the viewport, is the host for the debug " -"console, the animation editor, the audio mixer, and more. They can take " -"precious space, that's why they're folded by default." -msgstr "" -"**Alapaneeli** on debuggauskonsolia, animaatioeditoria, audiomikseria, ym. " -"varten. Ne ovat leveitä ja vievät arvokasta tilaa. Sen vuoksi ne ovat aluksi " -"suljettuna." - -msgid "" -"When you click on one, it expands vertically. Below, you can see the " -"animation editor opened." -msgstr "" - -msgid "The four main screens" -msgstr "" - -#, fuzzy -msgid "" -"There are four main screen buttons centered at the top of the editor: 2D, " -"3D, Script, and AssetLib." -msgstr "" -"Ylhäällä näet painikkeet neljälle työtilalle: 2D, 3D, Script ja AssetLib." - -#, fuzzy -msgid "" -"You'll use the **2D screen** for all types of games. In addition to 2D " -"games, the 2D screen is where you'll build your interfaces." -msgstr "" -"Tulet käyttämään **2D-työtilaa** kaiken tyyppisille peleille. 2D-pelien " -"lisäksi rakennat siinä myös pelisi käyttöliittymät. Paina F1 päästäksesi " -"tilaan." - -#, fuzzy -msgid "" -"In the **3D screen**, you can work with meshes, lights, and design levels " -"for 3D games." -msgstr "" -"**3D-työtilassa** voit työskennellä meshien, valojen ja kenttäsuunnittelun " -"parissa. Paina F2 mennäksesi siihen." - -#, fuzzy -msgid "" -"Notice the perspective button under the toolbar. Clicking on it opens a list " -"of options related to the 3D view." -msgstr "" -"Huomaa myös teksti [Perspektiivi] työpalkin alla; se on painike, joka avaa " -"luettelon 3D-ikkunaan liittyviä vaihtoehtoja." - -msgid "" -"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " -"screen**." -msgstr "" - -msgid "" -"The **Script screen** is a complete code editor with a debugger, rich auto-" -"completion, and built-in code reference." -msgstr "" - -#, fuzzy -msgid "" -"Finally, the **AssetLib** is a library of free and open source add-ons, " -"scripts, and assets to use in your projects." -msgstr "" -"Lopulta, **AssetLib** on kirjasto vapaita lisäosia, skriptejä ja assetteja, " -"joita voit käyttää projekteissasi." - -msgid "" -"You can learn more about the asset library in :ref:`doc_what_is_assetlib`." -msgstr "" - -#, fuzzy -msgid "Integrated class reference" -msgstr "Attribuuttiviittaus" - -#, fuzzy -msgid "Godot comes with a built-in class reference." -msgstr "Attribuuttiviittaus" - -#, fuzzy -msgid "" -"You can search for information about a class, method, property, constant, or " -"signal by any one of the following methods:" -msgstr "" -"Etsiäksesi lisätietoja luokasta, metodista, ominaisuudesta, vakiosta tai " -"signaalista pelimoottorissa paina \"Search help\" painiketta oikeassa " -"yläkulmassa skripti työtilaa." - -msgid "" -"Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS) anywhere in the editor." -msgstr "" - -msgid "" -"Clicking the \"Search Help\" button in the top-right of the Script main " -"screen." -msgstr "" - -msgid "Clicking on the Help menu and Search Help." -msgstr "" - -msgid "" -"Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, " -"or built-in variable in the script editor." -msgstr "" - -msgid "" -"When you do any of these, a window pops up. Type to search for any item. You " -"can also use it to browse available objects and methods." -msgstr "" - -msgid "" -"Double-click on an item to open the corresponding page in the script main " -"screen." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po deleted file mode 100644 index 09ef70ba99..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ /dev/null @@ -1,281 +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 , 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 \n" -"Language-Team: LANGUAGE \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 design philosophy" -msgstr "" - -msgid "Now that you've gotten your feet wet, let's talk about Godot's design." -msgstr "" - -msgid "" -"**Every game engine is different and fits different needs.** Not only do " -"they offer a range of features, but the design of each engine is unique. " -"This leads to different workflows and different ways to form your games' " -"structures. This all stems from their respective design philosophies." -msgstr "" - -msgid "" -"This page is here to help you understand how Godot works, starting with some " -"of its core pillars. It is not a list of available features, nor is it an " -"engine comparison. To know if any engine can be a good fit for your project, " -"you need to try it out for yourself and understand its design and " -"limitations." -msgstr "" - -msgid "" -"Please watch `Godot explained in 5 minutes `_ if you're looking for an overview of the engine's features." -msgstr "" - -msgid "Object-oriented design and composition" -msgstr "" - -msgid "" -"Godot embraces object-oriented design at its core with its flexible scene " -"system and Node hierarchy. It tries to stay away from strict programming " -"patterns to offer an intuitive way to structure your game." -msgstr "" - -msgid "" -"For one, Godot lets you **compose or aggregate** scenes. It's like nested " -"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that " -"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. " -"Change the BlinkingLight's color, save, and all the BrokenLanterns in the " -"city will update instantly." -msgstr "" - -msgid "On top of that, you can **inherit** from any scene." -msgstr "" - -msgid "" -"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part " -"of a level… anything you'd like. It works like a class in pure code, except " -"you're free to design it by using the editor, using only the code, or mixing " -"and matching the two." -msgstr "" - -msgid "" -"It's different from prefabs you find in several 3D engines, as you can then " -"inherit from and extend those scenes. You may create a Magician that extends " -"your Character. Modify the Character in the editor and the Magician will " -"update as well. It helps you build your projects so that their structure " -"matches the game's design." -msgstr "" - -msgid "|image0|" -msgstr "|image0|" - -#, fuzzy -msgid "image0" -msgstr "|image0|" - -msgid "" -"Also note that Godot offers many different types of objects called nodes, " -"each with a specific purpose. Nodes are part of a tree and always inherit " -"from their parents up to the Node class. Although the engine does feature " -"some nodes like collision shapes that a parent physics body will use, most " -"nodes work independently from one another." -msgstr "" - -msgid "" -"In other words, Godot's nodes do not work like components in some other game " -"engines." -msgstr "" - -msgid "|image1|" -msgstr "|image1|" - -#, fuzzy -msgid "image1" -msgstr "|image1|" - -msgid "" -"Sprite2D is a Node2D, a CanvasItem and a Node. It has all the properties and " -"features of its three parent classes, like transforms or the ability to draw " -"custom shapes and render with a custom shader." -msgstr "" - -msgid "All-inclusive package" -msgstr "" - -msgid "" -"Godot tries to provide its own tools to answer most common needs. It has a " -"dedicated scripting workspace, an animation editor, a tilemap editor, a " -"shader editor, a debugger, a profiler, the ability to hot-reload locally and " -"on remote devices, etc." -msgstr "" - -msgid "|image2|" -msgstr "|image2|" - -#, fuzzy -msgid "image2" -msgstr "|image2|" - -msgid "" -"The goal is to offer a full package to create games and a continuous user " -"experience. You can still work with external programs as long as there is an " -"import plugin available in Godot for it. Or you can create one, like the " -"`Tiled Map Importer `__." -msgstr "" - -msgid "" -"That is also partly why Godot offers its own programming language GDScript " -"along with C#. GDScript is designed for the needs of game developers and " -"game designers, and is tightly integrated in the engine and the editor." -msgstr "" - -#, fuzzy -msgid "" -"GDScript lets you write code using an indentation-based syntax, yet it " -"detects types and offers a static language's quality of auto-completion. It " -"is also optimized for gameplay code with built-in types like Vectors and " -"Colors." -msgstr "" -"GDScript antaa sinun kirjoittaa yksinkertaista Pythonin kaltaista koodia, " -"kuitenkin tunnistaen tyypit ja tarjoten staattisen kielen " -"automaattitäydennyksen tason. Se on myös optimoitu pelikoodille, joka " -"käyttää Vector ja Color kaltaisia valmiita tyyppejä." - -msgid "" -"Note that with GDExtension, you can write high-performance code using " -"compiled languages like C, C++, Rust, or Python (using the Cython compiler) " -"without recompiling the engine." -msgstr "" - -msgid "" -"Note that the 3D workspace doesn't feature as many tools as the 2D " -"workspace. You'll need external programs or add-ons to edit terrains, " -"animate complex characters, and so on. Godot provides a complete API to " -"extend the editor's functionality using game code. See `The Godot editor is " -"a Godot game`_ below." -msgstr "" - -msgid "|image4|" -msgstr "|image4|" - -#, fuzzy -msgid "image4" -msgstr "|image4|" - -msgid "" -"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage " -"states and transitions visually.*" -msgstr "" - -msgid "Open source" -msgstr "Avoin lähdekoodi" - -msgid "" -"Godot offers a fully open source codebase under the **MIT license**. This " -"means all the technologies that ship with it have to be Free (as in freedom) " -"as well. For the most part, they're developed from the ground up by " -"contributors." -msgstr "" - -msgid "" -"Anyone can plug in proprietary tools for the needs of their projects — they " -"just won't ship with the engine. This may include Google AdMob, or FMOD. Any " -"of these can come as third-party plugins instead." -msgstr "" - -msgid "" -"On the other hand, an open codebase means you can **learn from and extend " -"the engine** to your heart's content. You can also debug games easily, as " -"Godot will print errors with a stack trace, even if they come from the " -"engine itself." -msgstr "" - -msgid "" -"This **does not affect the work you do with Godot** in any way: there's no " -"strings attached to the engine or anything you make with it." -msgstr "" - -msgid "Community-driven" -msgstr "" - -msgid "" -"**Godot is made by its community, for the community, and for all game " -"creators out there.** It's the needs of the users and open discussions that " -"drive the core updates. New features from the core developers often focus on " -"what will benefit the most users first." -msgstr "" - -msgid "" -"That said, although a handful of core developers work on it full-time, the " -"project has over 600 contributors at the time of writing. Benevolent " -"programmers work on features they may need themselves, so you'll see " -"improvements in all corners of the engine at the same time in every major " -"release." -msgstr "" - -msgid "The Godot editor is a Godot game" -msgstr "" - -msgid "" -"The Godot editor runs on the game engine. It uses the engine's own UI " -"system, it can hot-reload code and scenes when you test your projects, or " -"run game code in the editor. This means you can **use the same code** and " -"scenes for your games, or **build plugins and extend the editor.**" -msgstr "" - -msgid "" -"This leads to a reliable and flexible UI system, as it powers the editor " -"itself. With the ``@tool`` annotation, you can run any game code in the " -"editor." -msgstr "" - -msgid "|image5|" -msgstr "|image5|" - -#, fuzzy -msgid "image5" -msgstr "|image5|" - -msgid "" -"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI " -"tools for its node-based programming system and for the rest of the " -"interface.*" -msgstr "" - -msgid "" -"Put the ``@tool`` annotation at the top of any GDScript file and it will run " -"in the editor. This lets you import and export plugins, create plugins like " -"custom level editors, or create scripts with the same nodes and API you use " -"in your projects." -msgstr "" - -msgid "" -"The editor is fully written in C++ and is statically compiled into the " -"binary. This means you can't import it as a typical project that would have " -"a ``project.godot`` file." -msgstr "" - -msgid "Separate 2D and 3D engines" -msgstr "" - -msgid "" -"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base " -"unit for 2D scenes is pixels.** Even though the engines are separate, you " -"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over " -"your 3D world." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/index.po deleted file mode 100644 index 1f019051f4..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/index.po +++ /dev/null @@ -1,36 +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 , 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 \n" -"Language-Team: LANGUAGE \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" - -msgid "" -"This series will introduce you to Godot and give you an overview of its " -"features." -msgstr "" - -msgid "" -"In the following pages, you will get answers to questions such as \"Is Godot " -"for me?\" or \"What can I do with Godot?\". We will then introduce the " -"engine's most essential concepts, run you through the editor's interface, " -"and give you tips to make the most of your time learning it." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po deleted file mode 100644 index 79ac34981d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 Godot" -msgstr "Tutustuminen CSG-solmuihin" - -msgid "" -"This article is here to help you figure out whether Godot might be a good " -"fit for you. We will introduce some broad features of the engine to give you " -"a feel for what you can achieve with it and answer questions such as \"what " -"do I need to know to get started?\"." -msgstr "" - -msgid "" -"This is by no means an exhaustive overview. We will introduce many more " -"features in this getting started series." -msgstr "" - -#, fuzzy -msgid "What is Godot?" -msgstr "Mikä on alue?" - -msgid "" -"Godot is a general-purpose 2D and 3D game engine designed to support all " -"sorts of projects. You can use it to create games or applications you can " -"then release on desktop or mobile, as well as on the web." -msgstr "" - -msgid "" -"You can also create console games with it, although you either need strong " -"programming skills or a developer to port the game for you." -msgstr "" - -msgid "" -"The Godot team can't provide an open source console export due to the " -"licensing terms imposed by console manufacturers. Regardless of the engine " -"you use, though, releasing games on consoles is always a lot of work. You " -"can read more on that here: :ref:`doc_consoles`." -msgstr "" - -msgid "What can the engine do?" -msgstr "" - -msgid "" -"Godot was initially developed in-house by an Argentinian game studio. Its " -"development started in 2001, and the engine was rewritten and improved " -"tremendously since its open source release in 2014." -msgstr "" - -msgid "" -"Some examples of games created with Godot include Ex-Zodiac and Helms of " -"Fury." -msgstr "" - -msgid "" -"As for applications, the open source pixel art drawing program Pixelorama is " -"powered by Godot, and so is the voxel RPG creator RPG in a box." -msgstr "" - -msgid "You can find many more examples in the `official showcase videos`_." -msgstr "" - -#, fuzzy -msgid "How does it work and look?" -msgstr "Miten voin laajentaa Godotia?" - -msgid "" -"Godot comes with a fully-fledged game editor with integrated tools to answer " -"the most common needs. It includes a code editor, an animation editor, a " -"tilemap editor, a shader editor, a debugger, a profiler, and more." -msgstr "" - -msgid "" -"The team strives to offer a feature-rich game editor with a consistent user " -"experience. While there is always room for improvement, the user interface " -"keeps getting refined." -msgstr "" - -msgid "" -"Of course, if you prefer, you can work with external programs. We officially " -"support importing 3D scenes designed in Blender_ and maintain plugins to " -"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual " -"Studio for C# on Windows." -msgstr "" - -#, fuzzy -msgid "Programming languages" -msgstr "Suunnittelukieli" - -msgid "Let's talk about the available programming languages." -msgstr "" - -msgid "" -"You can code your games using :ref:`GDScript `, a Godot-specific and tightly integrated language with a " -"lightweight syntax, or :ref:`C# `, which is popular " -"in the games industry. These are the two main scripting languages we support." -msgstr "" - -msgid "" -"With the GDExtension technology, you can also write gameplay or high-" -"performance algorithms in C or C++ without recompiling the engine. You can " -"use this technology to integrate third-party libraries and other Software " -"Development Kits (SDK) in the engine." -msgstr "" - -msgid "" -"Of course, you can also directly add modules and features to the engine, as " -"it's completely free and open source." -msgstr "" - -msgid "What do I need to know to use Godot?" -msgstr "" - -msgid "" -"Godot is a feature-packed game engine. With its thousands of features, there " -"is a lot to learn. To make the most of it, you need good programming " -"foundations. While we try to make the engine accessible, you will benefit a " -"lot from knowing how to think like a programmer first." -msgstr "" - -msgid "" -"Godot relies on the object-oriented programming paradigm. Being comfortable " -"with concepts such as classes and objects will help you code efficiently in " -"it." -msgstr "" - -msgid "" -"If you are entirely new to programming, we recommend following the `CS50 " -"open courseware`_ from Harvard University. It's a great free course that " -"will teach you everything you need to know to be off to a good start. It " -"will save you countless hours and hurdles learning any game engine afterward." -msgstr "" - -msgid "" -"In CS50, you will learn multiple programming languages. Don't be afraid of " -"that: programming languages have many similarities. The skills you learn " -"with one language transfer well to others." -msgstr "" - -msgid "" -"We will provide you with more Godot-specific learning resources in :ref:" -"`doc_learning_new_features`." -msgstr "" - -msgid "" -"In the next part, you will get an overview of the engine's essential " -"concepts." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po deleted file mode 100644 index e2777dc6ea..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ /dev/null @@ -1,143 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Overview of Godot's key concepts" -msgstr "" - -msgid "" -"Every game engine revolves around abstractions you use to build your " -"applications. In Godot, a game is a **tree** of **nodes** that you group " -"together into **scenes**. You can then wire these nodes so they can " -"communicate using **signals**." -msgstr "" - -msgid "" -"These are the four concepts you will learn here. We're going to look at them " -"briefly to give you a sense of how the engine works. In the getting started " -"series, you will get to use them in practice." -msgstr "" - -msgid "Scenes" -msgstr "Skenet" - -msgid "" -"In Godot, you break down your game in reusable scenes. A scene can be a " -"character, a weapon, a menu in the user interface, a single house, an entire " -"level, or anything you can think of. Godot's scenes are flexible; they fill " -"the role of both prefabs and scenes in some other game engines." -msgstr "" - -msgid "" -"You can also nest scenes. For example, you can put your character in a " -"level, and drag and drop a scene as a child of it." -msgstr "" - -msgid "Nodes" -msgstr "Solmut" - -msgid "" -"A scene is composed of one or more **nodes**. Nodes are your game's smallest " -"building blocks that you arrange into trees. Here's an example of a " -"character's nodes." -msgstr "" - -msgid "" -"It is made of a ``CharacterBody2D`` node named \"Player\", a ``Sprite2D``, a " -"``Camera2D``, and a ``CollisionShape2D``." -msgstr "" - -msgid "" -"The node names end with \"2D\" because this is a 2D scene. Their 3D " -"counterparts have names that end with \"3D\". Be aware that \"Spatial\" " -"Nodes are now called \"Node3D\" starting with Godot 4." -msgstr "" - -msgid "" -"Notice how nodes and scenes look the same in the editor. When you save a " -"tree of nodes as a scene, it then shows as a single node, with its internal " -"structure hidden in the editor." -msgstr "" - -msgid "" -"Godot provides an extensive library of base node types you can combine and " -"extend to build more powerful ones. 2D, 3D, or user interface, you will do " -"most things with these nodes." -msgstr "" - -msgid "The scene tree" -msgstr "Skenepuu" - -msgid "" -"All your game's scenes come together in the **scene tree**, literally a tree " -"of scenes. And as scenes are trees of nodes, the scene tree also is a tree " -"of nodes. But it's easier to think of your game in terms of scenes as they " -"can represent characters, weapons, doors, or your user interface." -msgstr "" - -msgid "Signals" -msgstr "Signaalit" - -msgid "" -"Nodes emit signals when some event occurs. This feature allows you to make " -"nodes communicate without hard-wiring them in code. It gives you a lot of " -"flexibility in how you structure your scenes." -msgstr "" - -#, fuzzy -msgid "" -"Signals are Godot's version of the *observer* pattern. You can read more " -"about it here: https://gameprogrammingpatterns.com/observer.html" -msgstr "" -"Voit lukea lisää tarkkailijamallista täällä: http://gameprogrammingpatterns." -"com/observer.html" - -msgid "" -"For example, buttons emit a signal when pressed. You can connect to this " -"signal to run code in reaction to this event, like starting the game or " -"opening a menu." -msgstr "" - -msgid "" -"Other built-in signals can tell you when two objects collided, when a " -"character or monster entered a given area, and much more. You can also " -"define new signals tailored to your game." -msgstr "" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"Nodes, scenes, the scene tree, and signals are four core concepts in Godot " -"that you will manipulate all the time." -msgstr "" - -msgid "" -"Nodes are your game's smallest building blocks. You combine them to create " -"scenes that you then combine and nest into the scene tree. You can then use " -"signals to make nodes react to events in other nodes or different scene tree " -"branches." -msgstr "" - -msgid "" -"After this short breakdown, you probably have many questions. Bear with us " -"as you will get many answers throughout the getting started series." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/learning_new_features.po deleted file mode 100644 index e5fd896cdd..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ /dev/null @@ -1,215 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Learning new features" -msgstr "Ominaisuudet" - -msgid "" -"Godot is a feature-rich game engine. There is a lot to learn about it. This " -"page explains how you can use the online manual, built-in code reference, " -"and join online communities to learn new features and techniques." -msgstr "" - -msgid "Making the most of this manual" -msgstr "" - -msgid "" -"What you are reading now is the user manual. It documents each of the " -"engine's concepts and available features. When learning a new topic, you can " -"start by browsing the corresponding section of this website. The left menu " -"allows you to explore broad topics while the search bar will help you find " -"more specific pages. If a page exists for a given theme, it will often link " -"to more related content." -msgstr "" - -msgid "" -"The manual has a companion class reference that explains each Godot class's " -"available functions and properties when programming. While the manual covers " -"general features, concepts, and how to use the editor, the reference is all " -"about using Godot's scripting API (Application Programming Interface). You " -"can access it both online and offline. We recommend browsing the reference " -"offline, from within the Godot editor. To do so, go to Help -> Search Help " -"or press :kbd:`F1`." -msgstr "" - -msgid "" -"To browse it online, head to the manual's :ref:`Class Reference " -"` section." -msgstr "" - -msgid "A class reference's page tells you:" -msgstr "" - -msgid "" -"Where the class exists in the inheritance hierarchy. You can click the top " -"links to jump to parent classes and see the properties and methods a type " -"inherits." -msgstr "" - -msgid "A summary of the class's role and use cases." -msgstr "" - -msgid "" -"An explanation of the class's properties, methods, signals, enums, and " -"constants." -msgstr "" - -msgid "Links to manual pages further detailing the class." -msgstr "" - -msgid "" -"If the manual or class reference is missing or has insufficient information, " -"please open an Issue in the official `godot-docs `_ GitHub repository to report it." -msgstr "" - -msgid "" -"You can Ctrl-click any underlined text like the name of a class, property, " -"method, signal, or constant to jump to it." -msgstr "" - -msgid "Learning to think like a programmer" -msgstr "" - -msgid "" -"Teaching programming foundations and how to think like a game developer is " -"beyond the scope of Godot's documentation. If you're new to programming, we " -"recommend two excellent free resources to get you started:" -msgstr "" - -msgid "" -"Harvard university offers a free courseware to learn to program, `CS50 " -"`_. It will teach you programming fundamentals, " -"how code works, and how to think like a programmer. These skills are " -"essential to become a game developer and learn any game engine efficiently. " -"You can see this course as an investment that will save you time and trouble " -"when you learn to create games." -msgstr "" - -msgid "" -"If you prefer books, check out the free ebook `Automate The Boring Stuff " -"With Python `_ by Al Sweigart." -msgstr "" - -msgid "Learning with the community" -msgstr "" - -msgid "" -"Godot has a growing community of users. If you're stuck on a problem or need " -"help to better understand how to achieve something, you can ask other users " -"for help on one of the many `active communities `_." -msgstr "" - -msgid "" -"The best place to ask questions and find already answered ones is the " -"official `Questions & Answers `_ site. These " -"responses show up in search engine results and get saved, allowing other " -"users to benefit from discussions on the platform. Once you have asked a " -"question there, you can share its link on other social platforms. Before " -"asking a question, be sure to look for existing answers that might solve " -"your problem on this website or using your preferred search engine." -msgstr "" - -msgid "" -"Asking questions well and providing details will help others answer you " -"faster and better. When asking questions, we recommend including the " -"following information:" -msgstr "" - -msgid "" -"**Describe your goal**. You want to explain what you are trying to achieve " -"design-wise. If you are having trouble figuring out how to make a solution " -"work, there may be a different, easier solution that accomplishes the same " -"goal." -msgstr "" - -msgid "" -"If there is an error involved, **share the exact error message**. You can " -"copy the exact error message in the editor's Debugger bottom panel by " -"clicking the Copy Error icon. Knowing what it says can help community " -"members better identify how you triggered the error." -msgstr "" - -msgid "" -"If there is code involved, **share a code sample**. Other users won't be " -"able to help you fix a problem without seeing your code. Share the code as " -"text directly. To do so, you can copy and paste a short code snippet in a " -"chat box, or use a website like `Pastebin `_ to share " -"long files." -msgstr "" - -msgid "" -"**Share a screenshot** of your *Scene* dock along with your written code. " -"Most of the code you write affects nodes in your scenes. As a result, you " -"should think of those scenes as part of your source code." -msgstr "" - -msgid "" -"Also, please don't take a picture with your phone, the low quality and " -"screen reflections can make it hard to understand the image. Your operating " -"system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " -"(Print Screen) key." -msgstr "" - -msgid "" -"Alternatively, you can use a program like `ShareX `_ " -"on Windows or `FlameShot `_ on Linux." -msgstr "" - -msgid "" -"Sharing a video of your running game can also be really **useful to " -"troubleshoot your game**. You can use programs like `OBS Studio `_ and `Screen to GIF `_ to " -"capture your screen." -msgstr "" - -msgid "" -"You can then use a service like `streamable `_ or a " -"cloud provider to upload and share your videos for free." -msgstr "" - -msgid "" -"If you're not using the stable version of Godot, please mention the version " -"you're using. The answer can be different as available features and the " -"interface evolve rapidly." -msgstr "" - -msgid "" -"Following these guidelines will maximize your chances of getting the answer " -"you're looking for. They will save time both for you and the persons helping " -"you." -msgstr "" - -#, fuzzy -msgid "Community tutorials" -msgstr "Yhteisökanavat" - -msgid "" -"This manual aims to provide a comprehensive reference of Godot's features. " -"Aside from the 2D and 3D getting started series, it does not contain " -"tutorials to implement specific game genres. If you're looking for a " -"tutorial about creating a role-playing game, a platformer, or other, please " -"see :ref:`doc_community_tutorials`, which lists content made by the Godot " -"community." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po deleted file mode 100644 index 51d67420ff..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/index.po +++ /dev/null @@ -1,39 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Step by step" -msgstr "Kohta kohdalta" - -msgid "" -"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " -"will learn more about nodes and scenes, code your first classes with " -"GDScript, use signals to make nodes communicate with one another, and more." -msgstr "" - -msgid "" -"The following lessons are here to prepare you for :ref:" -"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " -"from scratch. By the end of it, you will have the necessary foundations to " -"explore more features in other sections. We also included links to pages " -"that cover a given topic in-depth where appropriate." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po deleted file mode 100644 index 4194fb1732..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ /dev/null @@ -1,350 +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 , 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 \n" -"Language-Team: LANGUAGE \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 instances" -msgstr "Ilmentymien muokkaus" - -msgid "" -"In the previous part, we saw that a scene is a collection of nodes organized " -"in a tree structure, with a single node as its root. You can split your " -"project into any number of scenes. This feature helps you break down and " -"organize your game's different components." -msgstr "" - -msgid "" -"You can create as many scenes as you'd like and save them as files with the " -"``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " -"file from the previous lesson was an example. We call those files \"Packed " -"Scenes\" as they pack information about your scene's content." -msgstr "" - -msgid "" -"Here's an example of a ball. It's composed of a :ref:`RigidBody2D " -"` node as its root named Ball, which allows the ball to " -"fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" -"ref:`CollisionShape2D `." -msgstr "" - -msgid "" -"Once you saved a scene, it works as a blueprint: you can reproduce it in " -"other scenes as many times as you'd like. Replicating an object from a " -"template like this is called **instancing**." -msgstr "" - -msgid "" -"As we mentioned in the previous part, instanced scenes behave like a node: " -"the editor hides their content by default. When you instance the Ball, you " -"only see the Ball node. Notice also how each duplicate has a unique name." -msgstr "" - -msgid "" -"Every instance of the Ball scene starts with the same structure and " -"properties as ``ball.tscn``. However, you can modify each independently, " -"such as changing how they bounce, how heavy they are, or any property " -"exposed by the source scene." -msgstr "" - -#, fuzzy -msgid "In practice" -msgstr "Parhaat käytännöt" - -#, fuzzy -msgid "" -"Let's use instancing in practice to see how it works in Godot. We invite you " -"to download the ball's sample project we prepared for you: " -"`instancing_starter.zip `_." -msgstr "" -"Oppiaksesi kuinka ilmentymien luonti toimii, aloitetaan lataamalla " -"esimerkkiprojekti: :download:`instancing.zip `." - -msgid "" -"Extract the archive on your computer. To import it, you need the Project " -"Manager. The Project Manager is accessed by opening Godot, or if you already " -"have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " -"Shift + Q`, :kbd:`Ctrl + Option + Cmd + B` on macOS)" -msgstr "" - -#, fuzzy -msgid "" -"In the Project Manager, click the *Import* button to import the project." -msgstr "" -"Pura tämä projekti minne haluat. Avaa sitten Godot ja lisää projekti " -"projektinhallintaan 'Tuo' (kuvassa 'Import') painikkeella:" - -msgid "" -"In the pop-up that appears, click the browse button and navigate to the " -"folder you extracted." -msgstr "" - -msgid "Double-click the ``project.godot`` file to open it." -msgstr "" - -msgid "Finally, click the Import & Edit button." -msgstr "" - -msgid "" -"The project contains two packed scenes: ``main.tscn``, containing walls " -"against which the ball collides, and ``ball.tscn``. The Main scene should " -"open automatically." -msgstr "" - -msgid "" -"Let's add a ball as a child of the Main node. In the Scene dock, select the " -"Main node. Then, click the link icon at the top of the scene dock. This " -"button allows you to add an instance of a scene as a child of the currently " -"selected node." -msgstr "" - -msgid "Double-click the ball scene to instance it." -msgstr "" - -msgid "The ball appears in the top-left corner of the viewport." -msgstr "" - -msgid "Click on it and drag it towards the center of the view." -msgstr "" - -#, fuzzy -msgid "" -"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " -"see it fall." -msgstr "" -"Tallenna skene. Napsauta Skene -> Tallenna skene, tai paina ``Ctrl+S`` " -"Windowsissa tai Linuxissa, tai ``Command+S`` Macissa." - -msgid "" -"Now, we want to create more instances of the Ball node. With the ball still " -"selected, press :kbd:`Ctrl-D` (:kbd:`Cmd-D` on macOS) to call the duplicate " -"command. Click and drag to move the new ball to a different location." -msgstr "" - -msgid "You can repeat this process until you have several in the scene." -msgstr "" - -msgid "" -"Play the game again. You should now see every ball fall independently from " -"one another. This is what instances do. Each is an independent reproduction " -"of a template scene." -msgstr "" - -#, fuzzy -msgid "Editing scenes and instances" -msgstr "Ilmentymien muokkaus" - -msgid "There is more to instances. With this feature, you can:" -msgstr "" - -msgid "" -"Change the properties of one ball without affecting the others using the " -"Inspector." -msgstr "" - -msgid "" -"Change the default properties of every Ball by opening the ``ball.tscn`` " -"scene and making a change to the Ball node there. Upon saving, all instances " -"of the Ball in the project will see their values update." -msgstr "" - -msgid "" -"Changing a property on an instance always overrides values from the " -"corresponding packed scene." -msgstr "" - -msgid "" -"Let's try this. Open ``ball.tscn`` and select the Ball node. In the " -"Inspector on the right, click on the PhysicsMaterial property to expand it." -msgstr "" - -msgid "" -"Set its Bounce property to ``0.5`` by clicking on the number field, typing " -"``0.5``, and pressing :kbd:`Enter`." -msgstr "" - -msgid "" -"Play the game by pressing :kbd:`F5` and notice how all balls now bounce a " -"lot more. As the Ball scene is a template for all instances, modifying it " -"and saving causes all instances to update accordingly." -msgstr "" - -msgid "" -"Let's now adjust an individual instance. Head back to the Main scene by " -"clicking on the corresponding tab above the viewport." -msgstr "" - -msgid "" -"Select one of the instanced Ball nodes and, in the Inspector, set its " -"Gravity Scale value to ``10``." -msgstr "" - -msgid "A grey \"revert\" button appears next to the adjusted property." -msgstr "" - -#, fuzzy -msgid "" -"This icon indicates you are overriding a value from the source packed scene. " -"Even if you modify the property in the original scene, the value override " -"will be preserved in the instance. Clicking the revert icon will restore the " -"property to the value in the saved scene." -msgstr "" -"Huomaa, että muokatun ominaisuuden viereen ilmestyy harmaa \"palauta\" " -"painike. Kun tämä painike on esillä, se tarkoittaa että olet muokannut " -"ominaisuutta skeneilmentymässä ylikirjoittaaksesi sen tallennetussa skenessä " -"olevan arvon. Vaikka ominaisuutta muutetaan alkuperäisessä skenessä, " -"muokattu arvo jää voimaan. Palautuspainikkeen painaminen palauttaa " -"ominaisuuden tallennetun skenen arvoon." - -msgid "" -"Rerun the game and notice how this ball now falls much faster than the " -"others." -msgstr "" - -msgid "" -"If you change a value on the ``PhysicsMaterial`` of one instance, it will " -"affect all the others. This is because ``PhysicsMaterial`` is a resource, " -"and resources are shared between instances. To make a resource unique for " -"one instance, right-click on it in the Inspector and click Make Unique in " -"the contextual menu." -msgstr "" - -msgid "" -"Resources are another essential building block of Godot games we will cover " -"in a later lesson." -msgstr "" - -msgid "Scene instances as a design language" -msgstr "" - -msgid "" -"Instances and scenes in Godot offer an excellent design language, setting " -"the engine apart from others out there. We designed Godot around this " -"concept from the ground up." -msgstr "" - -msgid "" -"We recommend dismissing architectural code patterns when making games with " -"Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. " -"Instead, you can start by imagining the elements players will see in your " -"game and structure your code around them." -msgstr "" - -#, fuzzy -msgid "For example, you could break down a shooter game like so:" -msgstr "Esimerkiksi, yksinkertaisen ampumispelin voisi kuvitella näin:" - -#, fuzzy -msgid "" -"You can come up with a diagram like this for almost any type of game. Each " -"rectangle represents an entity that's visible in the game from the player's " -"perspective. The arrows tell you which scene owns which." -msgstr "" -"Voit keksiä tämänkaltaisen kaavion melkein minkä tahansa kaltaiselle " -"pelille. Kirjoita ylös ne pelin osat, jotka voit visualisoida, ja lisää " -"sitten nuolet kuvastamaan komponenttien omistussuhteita toisistaan." - -#, fuzzy -msgid "" -"Once you have a diagram, we recommend creating a scene for each element " -"listed in it to develop your game. You'll use instancing, either by code or " -"directly in the editor, to build your tree of scenes." -msgstr "" -"Kun sinulla on tällainen kaavio, suositeltu menetelmä pelin tekemiseksi on " -"luoda skene kutakin kaaviossa lueteltua elementtiä kohden. Käytät ilmentymiä " -"(joko koodista tai suoraan editorista käsin) omistajuussuhteita varten." - -#, fuzzy -msgid "" -"Programmers tend to spend a lot of time designing abstract architectures and " -"trying to fit components into it. Designing based on scenes makes " -"development faster and more straightforward, allowing you to focus on the " -"game logic itself. Because most game components map directly to a scene, " -"using a design based on scene instantiation means you need little other " -"architectural code." -msgstr "" -"Iso osa pelien (tai ohjelmistojen ylipäänsä) ohjelmoimiseen kuluvasta ajasta " -"menee arkkitehtuurin suunnitteluun ja pelikomponenttien sovittamiseen tuohon " -"arkkitehtuuriin. Skeneihin pohjautuva suunnittelu korvaa tuon " -"lähestymistavan ja tekee kehittämisestä paljon nopeampaa ja " -"suoraviivaisempaa, antaen sinun keskittyä pelilogiikkaan itseensä. Koska " -"useimmat pelikomponentit sopivat suoraan skeneiksi, skenejen ilmentymiin " -"pohjautuvan suunnittelun käyttö tarkoittaa, että hyvin vähän muuta " -"arkkitehtuurista koodia tarvitaan." - -#, fuzzy -msgid "" -"Here's the example of a scene diagram for an open-world game with tons of " -"assets and nested elements:" -msgstr "" -"Katsotaanpa jälleen yhtä, hieman monimutkaisempaa esimerkkiä avoimen " -"maailman tyyppisestä pelistä, jossa on paljon assetteja ja muita sisäkkäisiä " -"elementtejä:" - -msgid "" -"Imagine we started by creating the room. We could make a couple of different " -"room scenes, with unique arrangements of furniture in them. Later, we could " -"make a house scene that uses multiple room instances for the interior. We " -"would create a citadel out of many instanced houses and a large terrain on " -"which we would place the citadel. Each of these would be a scene instancing " -"one or more sub-scenes." -msgstr "" - -#, fuzzy -msgid "" -"Later, we could create scenes representing guards and add them to the " -"citadel. They would be indirectly added to the overall game world." -msgstr "" -"Myöhemmin, voisimme luoda skenejä, jotka edustavat vartijoita (ja muita ei-" -"pelaajahahmoja) ja lisätä ne myös linnoitukseen. Sen seurauksena ne " -"lisättäisiin epäsuorasti koko pelimaailmaan." - -#, fuzzy -msgid "" -"With Godot, it's easy to iterate on your game like this, as all you need to " -"do is create and instantiate more scenes. We designed the editor to be " -"accessible to programmers, designers, and artists alike. A typical team " -"development process can involve 2D or 3D artists, level designers, game " -"designers, and animators, all working with the Godot editor." -msgstr "" -"Godotin avulla on helppo iteroida peliäsi tähän tapaan, kaikki mitä sinun " -"tarvitsee tehdä on luoda uusia skenejä ja niistä ilmentymiä. Lisäksi " -"editorin käyttöliittymä on suunniteltu helppokäyttöiseksi yhtä lailla " -"ohjelmoijille kuin ei-ohjelmoijillekin." - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"Instancing, the process of producing an object from a blueprint has many " -"handy uses. With scenes, it gives you:" -msgstr "" - -#, fuzzy -msgid "The ability to divide your game into reusable components." -msgstr "Mahdollisuus jakaa skenet osiin ja tehdä niistä helpommin hallittavia." - -msgid "A tool to structure and encapsulate complex systems." -msgstr "" - -msgid "" -"A language to think about your game project's structure in a natural way." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po deleted file mode 100644 index df5c652cc7..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ /dev/null @@ -1,280 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Nodes and Scenes" -msgstr "Solmut ja Kohtaukset" - -msgid "" -"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " -"scenes and that each scene is a tree of nodes. In this lesson, we explain a " -"bit more about them. You will also create your first scene." -msgstr "" - -msgid "Nodes" -msgstr "Solmut" - -msgid "" -"**Nodes are the fundamental building blocks of your game**. They are like " -"the ingredients in a recipe. There are dozens of kinds that can display an " -"image, play a sound, represent a camera, and much more." -msgstr "" - -#, fuzzy -msgid "All nodes have the following characteristics:" -msgstr "Se tuottaa seuraavanlaisen liikkeen:" - -#, fuzzy -msgid "A name." -msgstr "Toiminto" - -#, fuzzy -msgid "Editable properties." -msgstr "Sillä on muokattavia ominaisuuksia." - -#, fuzzy -msgid "They receive callbacks to update every frame." -msgstr "" -"Se voi saada vastakutsun (callback) käsiteltäväksi jokaisella ruudulla." - -#, fuzzy -msgid "You can extend them with new properties and functions." -msgstr "Sitä voidaan laajentaa (jotta se voi saada lisää funktioita)." - -#, fuzzy -msgid "You can add them to another node as a child." -msgstr "Se voidaan lisätä toisen solmun alisolmuksi." - -msgid "" -"The last characteristic is important. **Together, nodes form a tree**, which " -"is a powerful feature to organize projects. Since different nodes have " -"different functions, combining them produces more complex behavior. As we " -"saw before, you can build a playable character the camera follows using a :" -"ref:`CharacterBody2D ` node named \"Character\", a :" -"ref:`Sprite2D ` node, a :ref:`Camera2D ` " -"node, and a :ref:`CollisionShape2D ` node." -msgstr "" - -msgid "Scenes" -msgstr "Skenet" - -msgid "" -"When you organize nodes in a tree, like our character, we call this " -"construct a scene. Once saved, scenes work like new node types in the " -"editor, where you can add them as a child of an existing node. In that case, " -"the instance of the scene appears as a single node with its internals hidden." -msgstr "" - -msgid "" -"Scenes allow you to structure your game's code however you want. You can " -"**compose nodes** to create custom and complex node types, like a game " -"character that runs and jumps, a life bar, a chest with which you can " -"interact, and more." -msgstr "" - -msgid "" -"The Godot editor essentially is a **scene editor**. It has plenty of tools " -"for editing 2D and 3D scenes, as well as user interfaces. A Godot project " -"can contain as many of these scenes as you need. The engine only requires " -"one as your application's **main scene**. This is the scene Godot will first " -"load when you or a player runs the game." -msgstr "" -"Godot-editori on pohjimmiltaan ** kohtauseditori **. Siinä on paljon " -"työkaluja 2D- ja 3D-kohtausten muokkaamiseen, sekä käyttöliittymiin. Godot-" -"projekti voi sisältää niin monta näistä kohtauksista kuin tarvitset. " -"Moottori vaatii vain yhden, koska sovelluksesi **päänäkymä**. Tämä on " -"kohtaus, jonka Godot lataa ensimmäisen kerran kun sinä tai pelaaja suoritat " -"pelin." - -#, fuzzy -msgid "On top of acting like nodes, scenes have the following characteristics:" -msgstr "Se tuottaa seuraavanlaisen liikkeen:" - -msgid "They always have one root node, like the \"Character\" in our example." -msgstr "" - -#, fuzzy -msgid "You can save them to your local drive and load them later." -msgstr "Se voidaan lisätä toisen solmun alisolmuksi." - -msgid "" -"You can create as many instances of a scene as you'd like. You could have " -"five or ten characters in your game, created from your Character scene." -msgstr "" - -#, fuzzy -msgid "Creating your first scene" -msgstr "Lepoasennon luonti" - -msgid "" -"Let's create our first scene with a single node. To do so, you will need to :" -"ref:`create a new project ` first. " -"After opening the project, you should see an empty editor." -msgstr "" - -msgid "" -"In an empty scene, the Scene dock on the left shows several options to add a " -"root node quickly. \"2D Scene\" adds a :ref:`Node2D ` node, " -"\"3D Scene\" adds a :ref:`Node3D ` node, and \"User " -"Interface\" adds a :ref:`Control ` node. These presets are " -"here for convenience; they are not mandatory. \"Other Node\" lets you select " -"any node to be the root node. In an empty scene, \"Other Node\" is " -"equivalent to pressing the \"Add Child Node\" button at the top-left of the " -"Scene dock, which usually adds a new node as a child of the currently " -"selected node." -msgstr "" - -msgid "" -"We're going to add a single :ref:`Label ` node to our scene. " -"Its function is to draw text on the screen." -msgstr "" - -msgid "" -"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." -msgstr "" - -#, fuzzy -msgid "The Create Node dialog opens, showing the long list of available nodes." -msgstr "" -"Tämä avaa Luo solmu -ikkunan, näyttäen pitkän luettelon solmuista, joita " -"voidaan luoda:" - -msgid "Select the Label node. You can type its name to filter down the list." -msgstr "" - -msgid "" -"Click on the Label node to select it and click the Create button at the " -"bottom of the window." -msgstr "" - -msgid "" -"A lot happens when you add a scene's first node. The scene changes to the 2D " -"workspace because Label is a 2D node type. The Label appears, selected, in " -"the top-left corner of the viewport. The node appears in the Scene dock on " -"the left, and the node's properties appear in the Inspector dock on the " -"right." -msgstr "" - -#, fuzzy -msgid "Changing a node's properties" -msgstr "Yleiset ominaisuudet" - -#, fuzzy -msgid "" -"The next step is to change the Label's \"Text\" property. Let's change it to " -"\"Hello World\"." -msgstr "" -"Seuraava toimenpide on muuttaa viestin \"Text\" ominaisuutta. Muutetaanpa " -"siihen \"Hello, World\":" - -msgid "" -"Head to the Inspector dock on the right of the viewport. Click inside the " -"field below the Text property and type \"Hello World\"." -msgstr "" - -msgid "You will see the text draw in the viewport as you type." -msgstr "" - -msgid "" -"You can edit any property listed in the Inspector as we did with the Text. " -"For a complete reference of the Inspector dock, see the :ref:" -"`doc_editor_inspector_dock`." -msgstr "" - -msgid "" -"You can move your Label node in the viewport by selecting the move tool in " -"the toolbar." -msgstr "" - -msgid "" -"With the Label selected, click and drag anywhere in the viewport to move it " -"to the center of the view delimited by the rectangle." -msgstr "" - -#, fuzzy -msgid "Running the scene" -msgstr "Skenen pystytys" - -#, fuzzy -msgid "" -"Everything's ready to run the scene! Press the Play Scene button in the top-" -"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." -msgstr "" -"Ok, kaikki on valmista skenen ajamista varten! Paina yläpalkissa olevaa " -"Pelaa skeneä -painiketta (tai paina F6):" - -msgid "" -"A popup invites you to save the scene, which is required to run it. Click " -"the Save button in the file browser to save it as \"label.tscn\"." -msgstr "" - -msgid "" -"The Save Scene As dialog, like other file dialogs in the editor, only allows " -"you to save files inside the project. The ``res://`` path at the top of the " -"window represents the project's root directory and stands for \"resource " -"path\". For more information about file paths in Godot, see :ref:" -"`doc_filesystem`." -msgstr "" - -msgid "" -"The application should open in a new window and display the text \"Hello " -"World\"." -msgstr "" - -msgid "" -"Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " -"running scene." -msgstr "" - -#, fuzzy -msgid "Setting the main scene" -msgstr "Skenen pystytys" - -msgid "" -"To run our test scene, we used the Play Scene button. Another button next to " -"it allows you to set and run the project's main scene. You can press :kbd:" -"`F5` (:kbd:`Cmd + B` on macOS) to do so." -msgstr "" - -msgid "A popup window appears and invites you to select the main scene." -msgstr "" - -msgid "" -"Click the Select button, and in the file dialog that appears, double click " -"on ``label.tscn``." -msgstr "" - -msgid "" -"The demo should run again. Moving forward, every time you run the project, " -"Godot will use this scene as a starting point." -msgstr "" - -msgid "" -"The editor saves the main scene's path in a project.godot file in your " -"project's directory. While you can edit this text file directly to change " -"project settings, you can also use the \"Project -> Project Settings\" " -"window to do so. For more information, see :ref:`doc_project_settings`." -msgstr "" - -msgid "" -"In the next part, we will discuss another key concept in games and in Godot: " -"creating instances of a scene." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po deleted file mode 100644 index c33cd16b95..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 your first script" -msgstr "Skriptin luonti" - -msgid "" -"In this lesson, you will code your first script to make the Godot icon turn " -"in circles using GDScript. As we mentioned :ref:`in the introduction `, we assume you have programming foundations. The " -"equivalent C# code has been included in another tab for convenience." -msgstr "" - -msgid "" -"To learn more about GDScript, its keywords, and its syntax, head to the :ref:" -"`GDScript reference`." -msgstr "" - -msgid "" -"To learn more about C#, head to the :ref:`C# basics ` page." -msgstr "" - -msgid "Project setup" -msgstr "Projektin järjestely" - -msgid "" -"Please :ref:`create a new project ` to " -"start with a clean slate. Your project should contain one picture: the Godot " -"icon, which we often use for prototyping in the community." -msgstr "" - -msgid "" -"We need to create a Sprite2D node to display it in the game. In the Scene " -"dock, click the Other Node button." -msgstr "" - -msgid "" -"Type \"Sprite2D\" in the search bar to filter nodes and double-click on " -"Sprite2D to create the node." -msgstr "" - -msgid "Your Scene tab should now only have a Sprite2D node." -msgstr "" - -msgid "" -"A Sprite2D node needs a texture to display. In the Inspector on the right, " -"you can see that the Texture property says \"[empty]\". To display the Godot " -"icon, click and drag the file ``icon.svg`` from the FileSystem dock onto the " -"Texture slot." -msgstr "" - -msgid "" -"You can create Sprite2D nodes automatically by dragging and dropping images " -"on the viewport." -msgstr "" - -msgid "" -"Then, click and drag the icon in the viewport to center it in the game view." -msgstr "" - -#, fuzzy -msgid "Creating a new script" -msgstr "Skriptin luonti" - -msgid "" -"To create and attach a new script to our node, right-click on Sprite2D in " -"the scene dock and select \"Attach Script\"." -msgstr "" - -#, fuzzy -msgid "" -"The Attach Node Script window appears. It allows you to select the script's " -"language and file path, among other options." -msgstr "" -"Skriptinluonti-ikkuna aukeaa. Tässä ikkunassa voit asettaa skriptin kielien, " -"luokan nimen ja muita oleellisia asetuksia." - -msgid "" -"Change the Template field from \"Node: Default\" to \"Object: Empty\" to " -"start with a clean file. Leave the other options by default and click the " -"Create button to create the script." -msgstr "" - -msgid "" -"The Script workspace should appear with your new ``sprite_2d.gd`` file open " -"and the following line of code:" -msgstr "" - -msgid "" -"Every GDScript file is implicitly a class. The ``extends`` keyword defines " -"the class this script inherits or extends. In this case, it's ``Sprite2D``, " -"meaning our script will get access to all the properties and functions of " -"the Sprite2D node, including classes it extends, like ``Node2D``, " -"``CanvasItem``, and ``Node``." -msgstr "" - -msgid "" -"In GDScript, if you omit the line with the ``extends`` keyword, your class " -"will implicitly extend :ref:`RefCounted `, which Godot " -"uses to manage your application's memory." -msgstr "" - -msgid "" -"Inherited properties include the ones you can see in the Inspector dock, " -"like our node's ``texture``." -msgstr "" - -msgid "" -"By default, the Inspector displays a node's properties in \"Title Case\", " -"with capitalized words separated by a space. In GDScript code, these " -"properties are in \"snake_case\", which is lowercase with words separated by " -"an underscore." -msgstr "" - -msgid "" -"You can hover over any property's name in the Inspector to see a description " -"and its identifier in code." -msgstr "" - -msgid "Hello, world!" -msgstr "" - -msgid "" -"Our script currently doesn't do anything. Let's make it print the text " -"\"Hello, world!\" to the Output bottom panel to get started." -msgstr "" - -#, fuzzy -msgid "Add the following code to your script:" -msgstr "Lisää seuraava koodi:" - -msgid "" -"Let's break it down. The ``func`` keyword defines a new function named " -"``_init``. This is a special name for our class's constructor. The engine " -"calls ``_init()`` on every object or node upon creating it in memory, if you " -"define this function." -msgstr "" - -msgid "" -"GDScript is an indent-based language. The tab at the start of the line that " -"says ``print()`` is necessary for the code to work. If you omit it or don't " -"indent a line correctly, the editor will highlight it in red and display the " -"following error message: \"Indented block expected\"." -msgstr "" - -msgid "" -"Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:" -"`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at the **Output** bottom " -"panel that expands. It should display \"Hello, world!\"." -msgstr "" - -msgid "" -"Delete the ``_init()`` function, so you're only left with the line ``extends " -"Sprite2D``." -msgstr "" - -msgid "Turning around" -msgstr "" - -msgid "" -"It's time to make our node move and rotate. To do so, we're going to add two " -"member variables to our script: the movement speed in pixels per second and " -"the angular speed in radians per second. Add the following after the " -"``extends Sprite2D`` line." -msgstr "" - -msgid "" -"Member variables sit near the top of the script, after any \"extends\" " -"lines, but before functions. Every node instance with this script attached " -"to it will have its own copy of the ``speed`` and ``angular_speed`` " -"properties." -msgstr "" - -msgid "" -"Angles in Godot work in radians by default, but you have built-in functions " -"and properties available if you prefer to calculate angles in degrees " -"instead." -msgstr "" - -msgid "" -"To move our icon, we need to update its position and rotation every frame in " -"the game loop. We can use the ``_process()`` virtual function of the " -"``Node`` class. If you define it in any class that extends the Node class, " -"like Sprite2D, Godot will call the function every frame and pass it an " -"argument named ``delta``, the time elapsed since the last frame." -msgstr "" - -msgid "" -"Games work by rendering many images per second, each called a frame, and " -"they do so in a loop. We measure the rate at which a game produces images in " -"Frames Per Second (FPS). Most games aim for 60 FPS, although you might find " -"figures like 30 FPS on slower mobile devices or 90 to 240 for virtual " -"reality games." -msgstr "" - -msgid "" -"The engine and game developers do their best to update the game world and " -"render images at a constant time interval, but there are always small " -"variations in frame render times. That's why the engine provides us with " -"this delta time value, making our motion independent of our framerate." -msgstr "" - -msgid "At the bottom of the script, define the function:" -msgstr "" - -msgid "" -"The ``func`` keyword defines a new function. After it, we have to write the " -"function's name and arguments it takes in parentheses. A colon ends the " -"definition, and the indented blocks that follow are the function's content " -"or instructions." -msgstr "" - -msgid "" -"Notice how ``_process()``, like ``_init()``, starts with a leading " -"underscore. By convention, Godot's virtual functions, that is to say, built-" -"in functions you can override to communicate with the engine, start with an " -"underscore." -msgstr "" - -msgid "" -"The line inside the function, ``rotation += angular_speed * delta``, " -"increments our sprite's rotation every frame. Here, ``rotation`` is a " -"property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It " -"controls the rotation of our node and works with radians." -msgstr "" - -msgid "" -"In the code editor, you can ctrl-click on any built-in property or function " -"like ``position``, ``rotation``, or ``_process`` to open the corresponding " -"documentation in a new tab." -msgstr "" - -msgid "Run the scene to see the Godot icon turn in-place." -msgstr "" - -msgid "" -"In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " -"``double``. We therefore need to convert it to ``float`` when we apply it to " -"the rotation." -msgstr "" - -#, fuzzy -msgid "Moving forward" -msgstr "Mene eteenpäin" - -msgid "" -"Let's now make the node move. Add the following two lines inside of the " -"``_process()`` function, ensuring the new lines are indented the same way as " -"the ``rotation += angular_speed * delta`` line before them." -msgstr "" - -msgid "" -"As we already saw, the ``var`` keyword defines a new variable. If you put it " -"at the top of the script, it defines a property of the class. Inside a " -"function, it defines a local variable: it only exists within the function's " -"scope." -msgstr "" - -msgid "" -"We define a local variable named ``velocity``, a 2D vector representing both " -"a direction and a speed. To make the node move forward, we start from the " -"Vector2 class's constant ``Vector2.UP``, a vector pointing up, and rotate it " -"by calling the ``rotated()`` method on any ``Vector2``. This expression, " -"``Vector2.UP.rotated(rotation)``, is a vector pointing forward relative to " -"our icon. Multiplied by our ``speed`` property, it gives us a velocity we " -"can use to move the node forward." -msgstr "" - -msgid "" -"We add ``velocity * delta`` to the node's ``position`` to move it. The " -"position itself is of type :ref:`Vector2 `, a built-in type " -"in Godot representing a 2D vector." -msgstr "" - -msgid "Run the scene to see the Godot head run in circles." -msgstr "" - -msgid "" -"Moving a node like that does not take into account colliding with walls or " -"the floor. In :ref:`doc_your_first_2d_game`, you will learn another approach " -"to moving objects while detecting collisions." -msgstr "" -"Solmun siirtämisessä tällä tavoin ei oteta huomioon seiniin tai lattiaan " -"törmäämistä. Kohdassa :ref:`doc_your_your_first_2d_game` opit toisenlaisen " -"lähestymistavan objektien liikuttamiseen ja törmäysten havaitsemiseen." - -msgid "" -"Our node currently moves by itself. In the next part :ref:" -"`doc_scripting_player_input`, we'll use player input to control it." -msgstr "" - -#, fuzzy -msgid "Complete script" -msgstr "Vihollisen skripti" - -msgid "Here is the complete ``sprite_2d.gd`` file for reference." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po deleted file mode 100644 index 14524a56bc..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ /dev/null @@ -1,272 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Scripting languages" -msgstr "Skenen skriptaus" - -msgid "" -"This lesson will give you an overview of the available scripting languages " -"in Godot. You will learn the pros and cons of each option. In the next part, " -"you will write your first script using GDScript." -msgstr "" - -msgid "" -"**Scripts attach to a node and extend its behavior**. This means that " -"scripts inherit all functions and properties of the node they attach to." -msgstr "" - -msgid "" -"For example, take a game where a Camera2D node follows a ship. The Camera2D " -"node follows its parent by default. Imagine you want the camera to shake " -"when the player takes damage. As this feature is not built into Godot, you " -"would attach a script to the Camera2D node and code the shake." -msgstr "" - -msgid "Available scripting languages" -msgstr "" - -msgid "" -"Godot offers **four gameplay programming languages**: GDScript, C#, and, via " -"its GDExtension technology, C and C++. There are more community-supported " -"languages, but these are the official ones." -msgstr "" - -msgid "" -"You can use multiple languages in a single project. For instance, in a team, " -"you could code gameplay logic in GDScript as it's fast to write, and use C# " -"or C++ to implement complex algorithms and maximize their performance. Or " -"you can write everything in GDScript or C#. It's your call." -msgstr "" - -msgid "" -"We provide this flexibility to answer the needs of different game projects " -"and developers." -msgstr "" - -#, fuzzy -msgid "Which language should I use?" -msgstr "Mitä minun tulisi käyttää?" - -msgid "" -"If you're a beginner, we recommend to **start with GDScript**. We made this " -"language specifically for Godot and the needs of game developers. It has a " -"lightweight and straightforward syntax and provides the tightest integration " -"with Godot." -msgstr "" - -msgid "" -"For C#, you will need an external code editor like `VSCode `_ or Visual Studio. While C# support is now mature, you " -"will find fewer learning resources for it compared to GDScript. That's why " -"we recommend C# mainly to users who already have experience with the " -"language." -msgstr "" - -msgid "Let's look at each language's features, as well as its pros and cons." -msgstr "" - -msgid "GDScript" -msgstr "GDScript" - -msgid "" -":ref:`GDScript` is an `object-oriented `_ and `imperative `_ programming language built for " -"Godot. It's made by and for game developers to save you time coding games. " -"Its features include:" -msgstr "" - -msgid "A simple syntax that leads to short files." -msgstr "" - -msgid "Blazing fast compilation and loading times." -msgstr "" - -#, fuzzy -msgid "" -"Tight editor integration, with code completion for nodes, signals, and more " -"information from the scene it's attached to." -msgstr "" -"Solmujen, signaalien ja monien muiden skeneen liittyvien juttujen " -"kooditäydennyksen sisältävän editori-integraation kanssa on miellyttävä " -"työskennellä." - -#, fuzzy -msgid "" -"Built-in vector and transform types, making it efficient for heavy use of " -"linear algebra, a must for games." -msgstr "" -"Sisältää sisäänrakennetut vektorityypit (kuten Vector-luokat, " -"transformaatiot, jne.), tehden kovasta lineaarialgebran käytöstä tehokasta." - -msgid "Supports multiple threads as efficiently as statically typed languages." -msgstr "" - -msgid "" -"No `garbage collection `_, as this feature eventually gets in " -"the way when creating games. The engine counts references and manages the " -"memory for you in most cases by default, but you can also control memory if " -"you need to." -msgstr "" - -msgid "" -"`Gradual typing `_. Variables " -"have dynamic types by default, but you also can use type hints for strong " -"type checks." -msgstr "" - -msgid "" -"GDScript looks like Python as you structure your code blocks using " -"indentations, but it doesn't work the same way in practice. It's inspired by " -"multiple languages, including Squirrel, Lua, and Python." -msgstr "" - -msgid "Why don't we use Python or Lua directly?" -msgstr "" - -msgid "" -"Years ago, Godot used Python, then Lua. Both languages' integration took a " -"lot of work and had severe limitations. For example, threading support was a " -"big challenge with Python." -msgstr "" - -msgid "" -"Developing a dedicated language doesn't take us more work and we can tailor " -"it to game developers' needs. We're now working on performance optimizations " -"and features that would've been difficult to offer with third-party " -"languages." -msgstr "" - -msgid ".NET / C#" -msgstr ".NET / C#" - -#, fuzzy -msgid "" -"As Microsoft's `C# `_ is a favorite amongst game developers, we " -"officially support it. C# is a mature and flexible language with tons of " -"libraries written for it. We were able to add support for it thanks to a " -"generous donation from Microsoft." -msgstr "" -"Koska Microsoftin C# on suosikki pelikehittäjien keskuudessa, olemme " -"lisänneet sille virallisen tuen. C# on kehittynyt kieli, jolle on " -"kirjoitettu läjäpäin koodia, ja tuki lisättiin kiitos Microsoftin runsaan " -"lahjoituksen." - -#, fuzzy -msgid "" -"C# offers a good tradeoff between performance and ease of use, although you " -"should be aware of its garbage collector." -msgstr "" -"Se on erinomainen kompromissi suorituskykyä ja helppokäyttöisyyttä, " -"vaikkakin sen roskienkerääjästä on syytä olla tietoinen." - -msgid "" -"You must use the .NET edition of the Godot editor to script in C#. You can " -"download it on the Godot website's `download `_ page." -msgstr "" - -#, fuzzy -msgid "" -"Since Godot uses .NET 6, in theory, you can use any third-party .NET library " -"or framework in Godot, as well as any Common Language Infrastructure-" -"compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " -"is the only officially supported .NET option." -msgstr "" -"Koska Godot käyttää `Mono `_ .NET ajoympäristöä, " -"teoriassa mitä tahansa kolmannen osapuolen .NET kirjastoa tai " -"kehysympäristöä voidaan käyttää Godotin skriptaamiseen, kuten myös mitä " -"tahansa Common Language Infrastructure yhteensopivaa ohjelmointikieltä, " -"kuten F#, Boo tai ClojureCLR. Käytännössä C# on kuitenkin ainoa virallisesti " -"tuettu .NET vaihtoehto." - -msgid "" -"GDScript code itself doesn't execute as fast as compiled C# or C++. However, " -"most script code calls functions written with fast algorithms in C++ code " -"inside the engine. In many cases, writing gameplay logic in GDScript, C#, or " -"C++ won't have a significant impact on performance." -msgstr "" - -msgid "" -"Projects written in C# using Godot 4.x currently cannot be exported to " -"Android, iOS and web platforms. To use C# on those platforms, use Godot 3 " -"instead." -msgstr "" - -msgid "C++ via GDExtension" -msgstr "" - -#, fuzzy -msgid "" -"GDExtension allows you to write game code in C++ without needing to " -"recompile Godot." -msgstr "" -"Viimein, yksi loistavimmista lisäyksistämme 3.0 julkaisuun: GDNative " -"mahdollistaa C++ skriptauksen ilman että Godotia tarvitsee kääntää uudelleen " -"(tai edes käynnistää uudelleen)." - -#, fuzzy -msgid "" -"You can use any version of the language or mix compiler brands and versions " -"for the generated shared libraries, thanks to our use of an internal C API " -"Bridge." -msgstr "" -"Mitä tahansa C++ versiota voidaan käyttää, ja eri kääntäjien ja versioiden " -"sekoittaminen jaettujen kirjastojen luomiseksi toimii täydellisesti " -"käyttämämme sisäisen C API sillan ansiosta." - -#, fuzzy -msgid "" -"GDExtension is the best choice for performance. You don't need to use it " -"throughout an entire game, as you can write other parts in GDScript or C#." -msgstr "" -"Tämä kieli on paras valinta suorituskyvyn kannalta, eikä sitä tarvitse " -"käyttää kauttaaltaan koko peliin, sillä muut osat voidaan kirjoittaa " -"GDScriptillä tai Visual Scriptillä. Ohjelmointirajapinta on kuitenkin selkeä " -"ja helppokäyttöinen, sillä se muistuttaa pääsääntöisesti Godotin varsinaista " -"C++ rajapintaa." - -msgid "" -"When working with GDExtension, the available types, functions, and " -"properties closely resemble Godot's actual C++ API." -msgstr "" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"Scripts are files containing code that you attach to a node to extend its " -"functionality." -msgstr "" - -msgid "" -"Godot supports four official scripting languages, offering you flexibility " -"between performance and ease of use." -msgstr "" - -msgid "" -"You can mix languages, for instance, to implement demanding algorithms with " -"C or C++ and write most of the game logic with GDScript or C#." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po deleted file mode 100644 index 7f1573227d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ /dev/null @@ -1,165 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Listening to player input" -msgstr "" - -msgid "" -"Building upon the previous lesson :ref:`doc_scripting_first_script`, let's " -"look at another important feature of any game: giving control to the player. " -"To add this, we need to modify our ``sprite_2d.gd`` code." -msgstr "" - -msgid "You have two main tools to process the player's input in Godot:" -msgstr "" - -msgid "" -"The built-in input callbacks, mainly ``_unhandled_input()``. Like " -"``_process()``, it's a built-in virtual function that Godot calls every time " -"the player presses a key. It's the tool you want to use to react to events " -"that don't happen every frame, like pressing :kbd:`Space` to jump. To learn " -"more about input callbacks, see :ref:`doc_inputevent`." -msgstr "" - -msgid "" -"The ``Input`` singleton. A singleton is a globally accessible object. Godot " -"provides access to several in scripts. It's the right tool to check for " -"input every frame." -msgstr "" - -msgid "" -"We're going to use the ``Input`` singleton here as we need to know if the " -"player wants to turn or move every frame." -msgstr "" - -msgid "" -"For turning, we should use a new variable: ``direction``. In our " -"``_process()`` function, replace the ``rotation += angular_speed * delta`` " -"line with the code below." -msgstr "" - -msgid "" -"Our ``direction`` local variable is a multiplier representing the direction " -"in which the player wants to turn. A value of ``0`` means the player isn't " -"pressing the left or the right arrow key. A value of ``1`` means the player " -"wants to turn right, and ``-1`` means they want to turn left." -msgstr "" - -msgid "" -"To produce these values, we introduce conditions and the use of ``Input``. A " -"condition starts with the ``if`` keyword in GDScript and ends with a colon. " -"The condition is the expression between the keyword and the end of the line." -msgstr "" - -msgid "" -"To check if a key was pressed this frame, we call ``Input." -"is_action_pressed()``. The method takes a text string representing an input " -"action and returns ``true`` if the action is pressed, ``false`` otherwise." -msgstr "" - -msgid "" -"The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " -"in every Godot project. They respectively trigger when the player presses " -"the left and right arrows on the keyboard or left and right on a gamepad's D-" -"pad." -msgstr "" - -msgid "" -"You can see and edit input actions in your project by going to Project -> " -"Project Settings and clicking on the Input Map tab." -msgstr "" - -msgid "" -"Finally, we use the ``direction`` as a multiplier when we update the node's " -"``rotation``: ``rotation += angular_speed * direction * delta``." -msgstr "" - -msgid "" -"If you run the scene with this code, the icon should rotate when you press :" -"kbd:`Left` and :kbd:`Right`." -msgstr "" - -msgid "Moving when pressing \"up\"" -msgstr "" - -msgid "" -"To only move when pressing a key, we need to modify the code that calculates " -"the velocity. Replace the line starting with ``var velocity`` with the code " -"below." -msgstr "" - -msgid "" -"We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " -"constant of the built-in ``Vector`` type representing a 2D vector of length " -"0." -msgstr "" - -msgid "" -"If the player presses the \"ui_up\" action, we then update the velocity's " -"value, causing the sprite to move forward." -msgstr "" - -#, fuzzy -msgid "Complete script" -msgstr "Vihollisen skripti" - -msgid "Here is the complete ``sprite_2d.gd`` file for reference." -msgstr "" - -msgid "" -"If you run the scene, you should now be able to rotate with the left and " -"right arrow keys and move forward by pressing :kbd:`Up`." -msgstr "" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"In summary, every script in Godot represents a class and extends one of the " -"engine's built-in classes. The node types your classes inherit from give you " -"access to properties like ``rotation`` and ``position`` in our sprite's " -"case. You also inherit many functions, which we didn't get to use in this " -"example." -msgstr "" - -msgid "" -"In GDScript, the variables you put at the top of the file are your class's " -"properties, also called member variables. Besides variables, you can define " -"functions, which, for the most part, will be your classes' methods." -msgstr "" - -msgid "" -"Godot provides several virtual functions you can define to connect your " -"class with the engine. These include ``_process()``, to apply changes to the " -"node every frame, and ``_unhandled_input()``, to receive input events like " -"key and button presses from the users. There are quite a few more." -msgstr "" - -msgid "" -"The ``Input`` singleton allows you to react to the players' input anywhere " -"in your code. In particular, you'll get to use it in the ``_process()`` loop." -msgstr "" - -msgid "" -"In the next lesson :ref:`doc_signals`, we'll build upon the relationship " -"between scripts and nodes by having our nodes trigger code in scripts." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po deleted file mode 100644 index 2eba8c63a5..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/getting_started/step_by_step/signals.po +++ /dev/null @@ -1,401 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signal" -msgstr "Signaali" - -#, fuzzy -msgid "Using signals" -msgstr "Signaalit" - -msgid "" -"In this lesson, we will look at signals. They are messages that nodes emit " -"when something specific happens to them, like a button being pressed. Other " -"nodes can connect to that signal and call a function when the event occurs." -msgstr "" - -msgid "" -"Signals are a delegation mechanism built into Godot that allows one game " -"object to react to a change in another without them referencing one another. " -"Using signals limits `coupling `_ and keeps your code flexible." -msgstr "" - -msgid "" -"For example, you might have a life bar on the screen that represents the " -"player's health. When the player takes damage or uses a healing potion, you " -"want the bar to reflect the change. To do so, in Godot, you would use " -"signals." -msgstr "" - -#, fuzzy -msgid "" -"As mentioned in the introduction, signals are Godot's version of the " -"observer pattern. You can learn more about it here: https://" -"gameprogrammingpatterns.com/observer.html" -msgstr "" -"Voit lukea lisää tarkkailijamallista täällä: http://gameprogrammingpatterns." -"com/observer.html" - -msgid "" -"We will now use a signal to make our Godot icon from the previous lesson (:" -"ref:`doc_scripting_player_input`) move and stop by pressing a button." -msgstr "" - -msgid "Scene setup" -msgstr "Skenen järjestely" - -msgid "" -"To add a button to our game, we will create a new main scene which will " -"include both a :ref:`Button ` and the ``sprite_2d.tscn`` scene " -"we created in the :ref:`doc_scripting_first_script` lesson." -msgstr "" - -msgid "Create a new scene by going to the menu Scene -> New Scene." -msgstr "" - -msgid "" -"In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D " -"` as our root." -msgstr "" - -msgid "" -"In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " -"previously onto the Node2D to instantiate it." -msgstr "" - -msgid "" -"We want to add another node as a sibling of the Sprite2D. To do so, right-" -"click on Node2D and select Add Child Node." -msgstr "" - -#, fuzzy -msgid "Search for the :ref:`Button ` node and add it." -msgstr ":ref:`Button ` nimeltä ``StartButton``." - -msgid "" -"The node is small by default. Click and drag on the bottom-right handle of " -"the Button in the viewport to resize it." -msgstr "" - -msgid "" -"If you don't see the handles, ensure the select tool is active in the " -"toolbar." -msgstr "" - -msgid "Click and drag on the button itself to move it closer to the sprite." -msgstr "" - -msgid "" -"You can also write a label on the Button by editing its Text property in the " -"Inspector. Enter ``Toggle motion``." -msgstr "" - -#, fuzzy -msgid "Your scene tree and viewport should look like this." -msgstr "Skenepuusi pitäisi näyttää tältä:" - -msgid "" -"Save your newly created scene as ``node_2d.tscn``, if you haven't already. " -"You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " -"the button will be visible, but nothing will happen if you press it." -msgstr "" - -#, fuzzy -msgid "Connecting a signal in the editor" -msgstr "Signaalien yhdistäminen koodin kautta" - -msgid "" -"Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, " -"and we want to call a new function that will toggle its motion on and off. " -"We need to have a script attached to the Sprite2D node, which we do from the " -"previous lesson." -msgstr "" - -msgid "" -"You can connect signals in the Node dock. Select the Button node and, on the " -"right side of the editor, click on the tab named \"Node\" next to the " -"Inspector." -msgstr "" - -msgid "The dock displays a list of signals available on the selected node." -msgstr "" - -msgid "Double-click the \"pressed\" signal to open the node connection window." -msgstr "" - -msgid "" -"There, you can connect the signal to the Sprite2D node. The node needs a " -"receiver method, a function that Godot will call when the Button emits the " -"signal. The editor generates one for you. By convention, we name these " -"callback methods \"_on_node_name_signal_name\". Here, it'll be " -"\"_on_button_pressed\"." -msgstr "" - -msgid "" -"When connecting signals via the editor's Node dock, you can use two modes. " -"The simple one only allows you to connect to nodes that have a script " -"attached to them and creates a new callback function on them." -msgstr "" - -msgid "" -"The advanced view lets you connect to any node and any built-in function, " -"add arguments to the callback, and set options. You can toggle the mode in " -"the window's bottom-right by clicking the Advanced button." -msgstr "" - -msgid "" -"Click the Connect button to complete the signal connection and jump to the " -"Script workspace. You should see the new method with a connection icon in " -"the left margin." -msgstr "" - -msgid "" -"If you click the icon, a window pops up and displays information about the " -"connection. This feature is only available when connecting nodes in the " -"editor." -msgstr "" - -msgid "" -"Let's replace the line with the ``pass`` keyword with code that'll toggle " -"the node's motion." -msgstr "" - -msgid "" -"Our Sprite2D moves thanks to code in the ``_process()`` function. Godot " -"provides a method to toggle processing on and off: :ref:`Node.set_process() " -"`. Another method of the Node class, " -"``is_processing()``, returns ``true`` if idle processing is active. We can " -"use the ``not`` keyword to invert the value." -msgstr "" - -msgid "" -"This function will toggle processing and, in turn, the icon's motion on and " -"off upon pressing the button." -msgstr "" - -msgid "" -"Before trying the game, we need to simplify our ``_process()`` function to " -"move the node automatically and not wait for user input. Replace it with the " -"following code, which we saw two lessons ago:" -msgstr "" - -#, fuzzy -msgid "Your complete ``sprite_2d.gd`` code should look like the following." -msgstr "Skenepuusi pitäisi näyttää tältä:" - -#, fuzzy -msgid "" -"Run the scene now and click the button to see the sprite start and stop." -msgstr "Aja skene ja paina painiketta. Sinun pitäisi saada seuraava tulos:" - -#, fuzzy -msgid "Connecting a signal via code" -msgstr "Signaalien yhdistäminen koodin kautta" - -msgid "" -"You can connect signals via code instead of using the editor. This is " -"necessary when you create nodes or instantiate scenes inside of a script." -msgstr "" - -msgid "" -"Let's use a different node here. Godot has a :ref:`Timer ` node " -"that's useful to implement skill cooldown times, weapon reloading, and more." -msgstr "" - -#, fuzzy -msgid "" -"Head back to the 2D workspace. You can either click the \"2D\" text at the " -"top of the window or press :kbd:`Ctrl + F1` (:kbd:`Alt + 1` on macOS)." -msgstr "" -"**3D-työtilassa** voit työskennellä meshien, valojen ja kenttäsuunnittelun " -"parissa. Paina F2 mennäksesi siihen." - -msgid "" -"In the Scene dock, right-click on the Sprite2D node and add a new child " -"node. Search for Timer and add the corresponding node. Your scene should now " -"look like this." -msgstr "" - -msgid "" -"With the Timer node selected, go to the Inspector and enable the " -"**Autostart** property." -msgstr "" - -msgid "" -"Click the script icon next to Sprite2D to jump back to the scripting " -"workspace." -msgstr "" - -msgid "We need to do two operations to connect the nodes via code:" -msgstr "" - -msgid "Get a reference to the Timer from the Sprite2D." -msgstr "" - -msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." -msgstr "" - -msgid "" -"To connect to a signal via code, you need to call the ``connect()`` method " -"of the signal you want to listen to. In this case, we want to listen to the " -"Timer's \"timeout\" signal." -msgstr "" - -msgid "" -"We want to connect the signal when the scene is instantiated, and we can do " -"that using the :ref:`Node._ready() ` built-in " -"function, which is called automatically by the engine when a node is fully " -"instantiated." -msgstr "" - -msgid "" -"To get a reference to a node relative to the current one, we use the method :" -"ref:`Node.get_node() `. We can store the " -"reference in a variable." -msgstr "" - -msgid "" -"The function ``get_node()`` looks at the Sprite2D's children and gets nodes " -"by their name. For example, if you renamed the Timer node to " -"\"BlinkingTimer\" in the editor, you would have to change the call to " -"``get_node(\"BlinkingTimer\")``." -msgstr "" - -msgid "" -"We can now connect the Timer to the Sprite2D in the ``_ready()`` function." -msgstr "" - -msgid "" -"The line reads like so: we connect the Timer's \"timeout\" signal to the " -"node to which the script is attached. When the Timer emits ``timeout``, we " -"want to call the function ``_on_timer_timeout()``, that we need to define. " -"Let's add it at the bottom of our script and use it to toggle our sprite's " -"visibility." -msgstr "" - -msgid "" -"By convention, we name these callback methods in GDScript as " -"\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " -"it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." -msgstr "" - -msgid "" -"The ``visible`` property is a boolean that controls the visibility of our " -"node. The line ``visible = not visible`` toggles the value. If ``visible`` " -"is ``true``, it becomes ``false``, and vice-versa." -msgstr "" - -msgid "" -"If you run the scene now, you will see that the sprite blinks on and off, at " -"one second intervals." -msgstr "" - -#, fuzzy -msgid "Complete script" -msgstr "Vihollisen skripti" - -msgid "" -"That's it for our little moving and blinking Godot icon demo! Here is the " -"complete ``sprite_2d.gd`` file for reference." -msgstr "" - -msgid "Custom signals" -msgstr "Mukautetut signaalit" - -msgid "" -"This section is a reference on how to define and use your own signals, and " -"does not build upon the project created in previous lessons." -msgstr "" - -msgid "" -"You can define custom signals in a script. Say, for example, that you want " -"to show a game over screen when the player's health reaches zero. To do so, " -"you could define a signal named \"died\" or \"health_depleted\" when their " -"health reaches 0." -msgstr "" - -msgid "" -"As signals represent events that just occurred, we generally use an action " -"verb in the past tense in their names." -msgstr "" - -msgid "" -"Your signals work the same way as built-in ones: they appear in the Node tab " -"and you can connect to them like any other." -msgstr "" - -#, fuzzy -msgid "To emit a signal in your scripts, call ``emit()`` on the signal." -msgstr "Signaalin lähettämiseksi koodin kautta, käytä ``emit``-funktiota:" - -msgid "" -"A signal can optionally declare one or more arguments. Specify the argument " -"names between parentheses:" -msgstr "" - -msgid "" -"The signal arguments show up in the editor's node dock, and Godot can use " -"them to generate callback functions for you. However, you can still emit any " -"number of arguments when you emit signals. So it's up to you to emit the " -"correct values." -msgstr "" - -#, fuzzy -msgid "" -"To emit values along with the signal, add them as extra arguments to the " -"``emit()`` function:" -msgstr "Signaalin lähettämiseksi koodin kautta, käytä ``emit``-funktiota:" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"Any node in Godot emits signals when something specific happens to them, " -"like a button being pressed. Other nodes can connect to individual signals " -"and react to selected events." -msgstr "" - -msgid "" -"Signals have many uses. With them, you can react to a node entering or " -"exiting the game world, to a collision, to a character entering or leaving " -"an area, to an element of the interface changing size, and much more." -msgstr "" - -#, fuzzy -msgid "" -"For example, an :ref:`Area2D ` representing a coin emits a " -"``body_entered`` signal whenever the player's physics body enters its " -"collision shape, allowing you to know when the player collected it." -msgstr "" -"Monista Godotin valmiista solmutyypeistä löytyy signaaleja tapahtumien " -"havaitsemiseen. Esimerkiksi kolikkoa ilmentävä :ref:`Area2D `-" -"solmu lähettää ``body_entered`-signaalin kun pelihahmon fysiikkakappale " -"siirtyy sen törmäysmuodon sisään. Tämän avulla saadaan selville milloin " -"pelaaja on kerännyt kolikon." - -msgid "" -"In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete " -"2D game and put everything you learned so far into practice." -msgstr "" -"Seuraavassa osiossa, :ref:`doc_your_your_first_2d_game`, luot täydellisen 2D-" -"pelin ja laitat kaiken tähän mennessä oppimasi käytäntöön." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/index.po b/sphinx/po/fi/LC_MESSAGES/index.po deleted file mode 100644 index fe248e2bc6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/index.po +++ /dev/null @@ -1,189 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "About" -msgstr "Tietoja" - -msgid "Getting started" -msgstr "Alkuun pääseminen" - -msgid "Manual" -msgstr "" - -msgid "Contributing" -msgstr "" - -msgid "Community" -msgstr "Yhteisö" - -msgid "Class reference" -msgstr "Luokka viitteet" - -#, fuzzy -msgid "Godot Docs – *master* branch" -msgstr "Godot Dokumentaatio – versio *3.4*" - -msgid "" -"Godot's documentation is available in various languages and versions. Expand " -"the \"Read the Docs\" panel at the bottom of the sidebar to see the list." -msgstr "" -"Godotin dokumentaatio on saatavilla monina eri kielinä ja versioina. " -"Laajenna \"Lue dokumentit\" paneeli sivupaneelin alareunasta nähdäksesi " -"listan." - -#, fuzzy -msgid "" -"This documentation is translated from the `original English one `_ by community members on `Weblate `_." -msgstr "" -"Tämä dokumentaatio on käännetty alkuperäisestä `englanninkielisestä " -"versiosta `_. Käännöksistä vastaavat " -"yhteisön jäsenet `Weblatessa `_." - -msgid "" -"Depending on the translation effort's completion level, you may find " -"paragraphs or whole pages which are still in English. You can help the " -"community by providing new translations or reviewing existing ones on " -"Weblate." -msgstr "" -"Käännöstyön tuloksista riippuen saatat löytää kappaleita tai kokonaisia " -"sivuja, jotka ovat vielä englanniksi. Voit auttaa yhteisöä tarjoamalla uusia " -"käännöksiä tai tarkastelemalla olemassa olevia Weblate sivustolla." - -#, fuzzy -msgid "" -"For the time being, localized translations are only available for the " -"\"stable\" branch. You can still view the English documentation for other " -"engine versions using the \"Read the Docs\" panel at the bottom of the " -"sidebar." -msgstr "" -"Toistaisesti käännökset ovat saatavilla vain \"viimeisemmässä\" (kehitys) -" -"haarassa, mutta sen käyttö sopii viimeisimmän vakaan Godot-julkaisun " -"opetteluun." - -msgid "" -"Welcome to the official documentation of `Godot Engine `__, the free and open source community-driven 2D and 3D game engine! If " -"you are new to this documentation, we recommend that you read the :ref:" -"`introduction page ` to get an overview of what this " -"documentation has to offer." -msgstr "" -"Tervetuloa Godot Enginen viralliseen dokumentaatioon. Godot Engine on vapaa " -"ja avoimen lähdekoodin yhteisön tekemä 2D- ja 3D-pelimoottori! Jos olet " -"ensimmäistä kertaa täällä, kannattaa lukea :ref:`esittelysivu " -"`, joka antaa yleiskatsauksen tämän dokumentaation " -"sisällöstä." - -#, fuzzy -msgid "" -"The table of contents in the sidebar should let you easily access the " -"documentation for your topic of interest. You can also use the search " -"function in the top-left corner." -msgstr "" -"Pääset helposti selaamaan sinua kiinnostavia aiheita sivupalkista tai alla " -"olevasta sisällysluettelosta. Voit myös käyttää vasemmassa yläkulmassa " -"olevaa hakutoimintoa." - -msgid "Get involved" -msgstr "" - -msgid "" -"Godot Engine is an open source project developed by a community of " -"volunteers. The documentation team can always use your feedback and help to " -"improve the tutorials and class reference. If you don't understand " -"something, or cannot find what you are looking for in the docs, help us make " -"the documentation better by letting us know!" -msgstr "" -"Godot Engine avoimen lähdekoodin projekti, jota kehittää vapaaehtoisten " -"yhteisö. Dokumentaatiosta vastaava ryhmä voi hyödyntää palautettasi apuna " -"parantaakseen oppaita ja luokkakaaviota. Jos et ymmärrä jotakin, tai et " -"löydä etsimääsi dokumentaatiosta, auta meitä parantamaan dokumentaatiota " -"kertomalla siitä meille!" - -msgid "" -"Submit an issue or pull request on the `GitHub repository `_, help us `translate the documentation " -"`_ into your language, or " -"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " -"`_!" -msgstr "" -"Luo ongelmaraportti tai muutospyyntö `GitHub repositoryyn `, auta meitä `kääntämällä dokumentaatiota " -"` omalle kielellesi tai " -"keskustele kanssamme joko ``#documentation`` kanavalla `Discordissa `_, tai ``#godotengine-doc`` IRC-kanavalla `irc.freenode." -"net ` palvelimella!" - -msgid "weblate_widget" -msgstr "weblate_widget" - -msgid "Translation status" -msgstr "Käännöksen tila" - -#, fuzzy -msgid "Offline documentation" -msgstr "Dokumentaation rakenne" - -msgid "" -"To browse the documentation offline, you can use the mirror of the " -"documentation hosted on `DevDocs `__. To enable " -"offline browsing on DevDocs, you need to:" -msgstr "" - -msgid "Click the three dots in the top-left corner, choose **Preferences**." -msgstr "" - -msgid "" -"Enable the desired version of the Godot documentation by checking the box " -"next to it in the sidebar." -msgstr "" - -msgid "Click the three dots in the top-left corner, choose **Offline data**." -msgstr "" - -#, fuzzy -msgid "Click the **Install** link next to the Godot documentation." -msgstr "Dokumentaatiosta" - -#, fuzzy -msgid "" -"You can also `download an HTML copy `__ for " -"offline reading (updated every Monday). Extract the ZIP archive then open " -"the top-level ``index.html`` in a web browser." -msgstr "" -"Voit myös `ladata HTML kopion `lukeaksesi offline-" -"tilassa (päivittyy joka maanantai). Pura ZIP arkisto ja avaa ylätaso``index." -"html`` selaimessa." - -#, fuzzy -msgid "" -"For mobile devices or e-readers, you can also `download an ePub copy " -"`__ for offline reading (updated every " -"Monday). Extract the ZIP archive then open the ``GodotEngine.epub`` file in " -"an e-book reader application." -msgstr "" -"Voit myös `ladata HTML kopion `lukeaksesi offline-" -"tilassa (päivittyy joka maanantai). Pura ZIP arkisto ja avaa ylätaso``index." -"html`` selaimessa." diff --git a/sphinx/po/fi/LC_MESSAGES/sphinx.po b/sphinx/po/fi/LC_MESSAGES/sphinx.po deleted file mode 100644 index 865f70954b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/sphinx.po +++ /dev/null @@ -1,40 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Languages" -msgstr "Kieli" - -#, fuzzy -msgid "Versions" -msgstr "**Kuvaus**" - -msgid "On Read the Docs" -msgstr "" - -#, fuzzy -msgid "Project Home" -msgstr "Projektin järjestely" - -#, fuzzy -msgid "Builds" -msgstr "Sisäänrakennetut funktiot" - -msgid "Downloads" -msgstr "" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_antialiasing.po deleted file mode 100644 index 5abd37b9fa..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ /dev/null @@ -1,140 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "2D antialiasing" -msgstr "Useat ilmentymät" - -msgid "" -"Godot also supports antialiasing in 3D rendering. This is covered on the :" -"ref:`doc_3d_antialiasing` page." -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Due to their limited resolution, scenes rendered in 2D can exhibit aliasing " -"artifacts. These artifacts usually manifest in the form of a \"staircase\" " -"effect on geometry edges, and are most noticeable when using nodes such as :" -"ref:`class_Line2D`, :ref:`class_Polygon2D` or :ref:" -"`class_TextureProgressBar`. :ref:`doc_custom_drawing_in_2d` can also have " -"aliasing artifacts for methods that don't support antialiasing." -msgstr "" - -msgid "" -"In the example below, you can notice how edges have a blocky appearance:" -msgstr "" - -msgid "" -"Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " -"noticeable." -msgstr "" - -msgid "" -"To combat this, Godot supports several methods of enabling antialiasing on " -"2D rendering." -msgstr "" - -msgid "Antialiasing property in Line2D and custom drawing" -msgstr "" - -msgid "" -"This is the recommended method, as it has a lower performance impact in most " -"cases." -msgstr "" - -msgid "" -"Line2D has an **Antialiased** property which you can enable in the " -"inspector. Also, several methods for :ref:`doc_custom_drawing_in_2d` support " -"an optional ``antialiased`` parameter, which can be set to ``true`` when " -"calling the function." -msgstr "" - -msgid "" -"These methods do not require MSAA to be enabled, which makes their " -"*baseline* performance cost low. In other words, there is no permanent added " -"cost if you're not drawing any antialiased geometry at some point." -msgstr "" - -msgid "" -"The downside of these antialiasing methods is that they work by generating " -"additional geometry. If you're generating complex 2D geometry that's updated " -"every frame, this may be a bottleneck. Also, Polygon2D, TextureProgressBar, " -"and several custom drawing methods don't feature an antialiased property. " -"For these nodes, you can use 2D multisample antialiasing instead." -msgstr "" - -#, fuzzy -msgid "Multisample antialiasing (MSAA)" -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"Before enabling MSAA in 2D, it's important to understand what MSAA will " -"operate on. MSAA in 2D follows similar restrictions as in 3D. While it does " -"not introduce any blurriness, its scope of application is limited. The main " -"applications of 2D MSAA are:" -msgstr "" - -msgid "Geometry edges, such as line and polygon drawing." -msgstr "" - -msgid "" -"Sprite edges *only for pixels touching one of the texture's edges*. This " -"works for both linear and nearest-neighbor filtering. Sprite edges created " -"using transparency on the image are not affected by MSAA." -msgstr "" - -msgid "" -"The downside of MSAA is that it only operates on edges. This is because MSAA " -"increases the number of *coverage* samples, but not the number of *color* " -"samples. However, since the number of color samples did not increase, " -"fragment shaders are still run for each pixel only once. As a result, MSAA " -"will **not affect** the following kinds of aliasing in any way:" -msgstr "" - -msgid "Aliasing *within* nearest-neighbor filtered textures (pixel art)." -msgstr "" - -msgid "Aliasing caused by custom 2D shaders." -msgstr "" - -msgid "Specular aliasing when using Light2D." -msgstr "" - -msgid "Aliasing in font rendering." -msgstr "" - -msgid "" -"MSAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to " -"change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these " -"are entirely separate settings." -msgstr "" - -msgid "" -"Comparison between no antialiasing (left) and various MSAA levels (right). " -"The top-left corner contains a Line2D node, the top-right corner contains 2 " -"TextureProgressBar nodes. The bottom contains 8 pixel art sprites, with 4 of " -"them touching the edges (green background) and 4 of them not touching the " -"edges (Godot logo):" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po deleted file mode 100644 index b8ddbf757a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ /dev/null @@ -1,550 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D lights and shadows" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"By default, 2D scenes in Godot are unshaded, with no lights and shadows " -"visible. While this is fast to render, unshaded scenes can look bland. Godot " -"provides the ability to use real-time 2D lighting and shadows, which can " -"greatly enhance the sense of depth in your project." -msgstr "" - -msgid "No 2D lights or shadows, scene is unshaded" -msgstr "" - -msgid "2D lights enabled (without shadows)" -msgstr "" - -msgid "2D lights and shadows enabled" -msgstr "" - -msgid "Nodes" -msgstr "Solmut" - -msgid "There are several nodes involved in a complete 2D lighting setup:" -msgstr "" - -msgid "" -":ref:`CanvasModulate ` (to darken the rest of the " -"scene)" -msgstr "" - -msgid "" -":ref:`PointLight2D ` (for omnidirectional or spot lights)" -msgstr "" - -msgid "" -":ref:`DirectionalLight2D ` (for sunlight or " -"moonlight)" -msgstr "" - -msgid "" -":ref:`LightOccluder2D ` (for light shadow casters)" -msgstr "" - -msgid "Other 2D nodes that receive lighting, such as Sprite2D or TileMap." -msgstr "" - -msgid "" -":ref:`CanvasModulate ` is used to darken the scene by " -"specifying a color that will act as the base \"ambient\" color. This is the " -"final lighting color in areas that are *not* reached by any 2D light. " -"Without a CanvasModulate node, the final scene would look too bright as 2D " -"lights would only brighten the existing unshaded appearance (which appears " -"fully lit)." -msgstr "" - -msgid "" -":ref:`Sprite2Ds ` are used to display the textures for the " -"light blobs, the background, and for the shadow casters." -msgstr "" - -msgid "" -":ref:`PointLight2Ds ` are used to light the scene. The " -"way a light typically works is by adding a selected texture over the rest of " -"the scene to simulate lighting." -msgstr "" - -msgid "" -":ref:`LightOccluder2Ds ` are used to tell the shader " -"which parts of the scene cast shadows. These occluders can be placed as " -"independent nodes or can be part of a TileMap node." -msgstr "" - -msgid "" -"The shadows appear only on areas covered by the :ref:`PointLight2D " -"` and their direction is based on the center of the :ref:" -"`Light `." -msgstr "" - -msgid "" -"The background color does **not** receive any lighting. If you want light to " -"be cast on the background, you need to add a visual representation for the " -"background, such as a Sprite2D." -msgstr "" - -msgid "" -"The Sprite2D's **Region** properties can be helpful to quickly create a " -"repeating background texture, but remember to also set **Texture > Repeat** " -"to **Enabled** in the Sprite2D's properties." -msgstr "" - -#, fuzzy -msgid "Point lights" -msgstr "Valojen lisäys" - -msgid "" -"Point lights (also called positional lights) are the most common element in " -"2D lighting. Point lights can be used to represent light from torches, fire, " -"projectiles, etc." -msgstr "" - -msgid "PointLight2D offers the following properties to tweak in the inspector:" -msgstr "" - -msgid "" -"**Texture:** The texture to use as a light source. The texture's size " -"determines the size of the light. The texture may have an alpha channel, " -"which is useful when using Light2D's **Mix** blend mode, but it is not " -"required if using the **Add** (default) or **Subtract** blend modes." -msgstr "" - -msgid "" -"**Offset:** The offset for the light texture. Unlike when you move the light " -"node, changing the offset does *not* cause shadows to move." -msgstr "" - -msgid "" -"**Texture Scale:** The multiplier for the light's size. Higher values will " -"make the light extend out further. Larger lights have a higher performance " -"cost as they affect more pixels on screen, so consider this before " -"increasing a light's size." -msgstr "" - -msgid "" -"**Height:** The light's virtual height with regards to normal mapping. By " -"default, the light is very close to surfaces receiving lights. This will " -"make lighting hardly visible if normal mapping is used, so consider " -"increasing this value. Adjusting the light's height only makes a visible " -"difference on surfaces that use normal mapping." -msgstr "" - -msgid "" -"If you don't have a pre-made texture to use in a light, you can use this " -"\"neutral\" point light texture (right-click > **Save Image As…**):" -msgstr "" - -#, fuzzy -msgid "Neutral point light texture" -msgstr "Tekstuurien tuonti" - -msgid "" -"If you need different falloff, you can procedurally create a texture by " -"assigning a **New GradientTexture2D** on the light's **Texture** property. " -"After creating the resource, expand its **Fill** section and set the fill " -"mode to **Radial**. You will then have to adjust the gradient itself to " -"start from opaque white to transparent white, and move its starting location " -"to be in the center." -msgstr "" - -msgid "Directional light" -msgstr "" - -msgid "" -"New in Godot 4.0 is the ability to have directional lighting in 2D. " -"Directional lighting is used to represent sunlight or moonlight. Light rays " -"are casted parallel to each other, as if the sun or moon was infinitely far " -"away from the surface that is receiving the light." -msgstr "" - -#, fuzzy -msgid "DirectionalLight2D offers the following properties:" -msgstr "Heijastusnäyttö näyttää seuraavat tiedot:" - -msgid "" -"**Height:** The light's virtual height with regards to normal mapping " -"(``0.0`` = parallel to surfaces, ``1.0`` = perpendicular to surfaces). By " -"default, the light is fully parallel with the surfaces receiving lights. " -"This will make lighting hardly visible if normal mapping is used, so " -"consider increasing this value. Adjusting the light's height only makes a " -"visual difference on surfaces that use normal mapping. **Height** does not " -"affect shadows' appearance." -msgstr "" - -msgid "" -"**Max Distance:** The maximum distance from the camera center objects can be " -"before their shadows are culled (in pixels). Decreasing this value can " -"prevent objects located outside the camera from casting shadows (while also " -"improving performance). Camera2D zoom is not taken into account by **Max " -"Distance**, which means that at higher zoom values, shadows will appear to " -"fade out sooner when zooming onto a given point." -msgstr "" - -msgid "" -"Directional shadows will always appear to be infinitely long, regardless of " -"the value of the **Height** property. This is a limitation of the shadow " -"rendering method used for 2D lights in Godot." -msgstr "" - -msgid "" -"To have directional shadows that are not infinitely long, you should disable " -"shadows in the DirectionalLight2D and use a custom shader that reads from " -"the 2D signed distance field instead. This distance field is automatically " -"generated from LightOccluder2D nodes present in the scene." -msgstr "" - -#, fuzzy -msgid "Common light properties" -msgstr "Ominaisuuksien lisääminen" - -msgid "" -"Both PointLight2D and DirectionalLight2D offer common properties, which are " -"part of the Light2D base class:" -msgstr "" - -msgid "" -"**Enabled:** Allows toggling the light's visibility. Unlike hiding the light " -"node, disabling this property will not hide the light's children." -msgstr "" - -msgid "" -"**Editor Only:** If enabled, the light is only visible within the editor. It " -"will be automatically disabled in the running project." -msgstr "" - -msgid "**Color:** The light's color." -msgstr "" - -msgid "" -"**Energy:** The light's intensity multiplier. Higher values result in a " -"brighter light." -msgstr "" - -msgid "" -"**Blend Mode:** The blending formula used for light computations. The " -"default **Add** is suited for most use cases. **Subtract** can be used for " -"negative lights, which are not physically accurate but can be used for " -"special effects. The **Mix** blend mode mixes the value of pixels " -"corresponding to the light's texture with the values of pixels under it by " -"linear interpolation." -msgstr "" - -msgid "**Range > Z Min:** The lowest Z index affected by the light." -msgstr "" - -msgid "**Range > Z Max:** The highest Z index affected by the light." -msgstr "" - -msgid "**Range > Layer Min:** The lowest visual layer affected by the light." -msgstr "" - -msgid "**Range > Layer Max:** The highest visual layer affected by the light." -msgstr "" - -msgid "" -"**Range > Item Cull Mask:** Controls which nodes receive light from this " -"node, depending on the other nodes' enabled visual layers **Occluder Light " -"Mask**. This can be used to prevent certain objects from receiving light." -msgstr "" - -#, fuzzy -msgid "Setting up shadows" -msgstr "Godotin asennus" - -msgid "" -"After enabling the **Shadow > Enabled** property on a PointLight2D or " -"DirectionalLight2D node, you will not see any visual difference initially. " -"This is because no nodes in your scene have any *occluders* yet, which are " -"used as a basis for shadow casting." -msgstr "" - -msgid "" -"For shadows to appear in the scene, LightOccluder2D nodes must be added to " -"the scene. These nodes must also have occluder polygons that are designed to " -"match the sprite's outline." -msgstr "" - -msgid "" -"Along with their polygon resource (which must be set to have any visual " -"effect), LightOccluder2D nodes have 2 properties:" -msgstr "" - -msgid "" -"**SDF Collision:** If enabled, the occluder will be part of a real-time " -"generated *signed distance field* that can be used in custom shaders. When " -"not using custom shaders that read from this SDF, enabling this makes no " -"visual difference and has no performance cost, so this is enabled by default " -"for convenience." -msgstr "" - -msgid "" -"**Occluder Light Mask:** This is used in tandem with PointLight2D and " -"DirectionalLight2D's **Shadow > Item Cull Mask** property to control which " -"objects cast shadows for each light. This can be used to prevent specific " -"objects from casting shadows." -msgstr "" - -#, fuzzy -msgid "There are two ways to create light occluders:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "Automatically generating a light occluder" -msgstr "" - -msgid "" -"Occluders can be created automatically from Sprite2D nodes by selecting the " -"node, clicking the **Sprite2D** menu at the top of the 2D editor then " -"choosing **Create LightOccluder2D Sibling**." -msgstr "" - -msgid "" -"In the dialog that appears, an outline will surround your sprite's edges. If " -"the outline matches the sprite's edges closely, you can click **OK**. If the " -"outline is too far away from the sprite's edges (or is \"eating\" into the " -"sprite's edges), adjust **Grow (pixels)** and **Shrink (pixels)**, then " -"click **Update Preview**. Repeat this operation until you get satisfactory " -"results." -msgstr "" - -msgid "Manually drawing a light occluder" -msgstr "" - -msgid "" -"Create a LightOccluder2D node, then select the node and click the \"+\" " -"button at the top of the 2D editor. When asked to create a polygon resource, " -"answer **Yes**. You can then start drawing an occluder polygon by clicking " -"to create new points. You can remove existing points by right-clicking them, " -"and you can create new points from the existing line by clicking on the line " -"then dragging." -msgstr "" - -msgid "" -"The following properties can be adjusted on 2D lights that have shadows " -"enabled:" -msgstr "" - -msgid "" -"**Color:** The color of shaded areas. By default, shaded areas are fully " -"black, but this can be changed for artistic purposes. The color's alpha " -"channel controls how much the shadow is tinted by the specified color." -msgstr "" - -msgid "" -"**Filter:** The filter mode to use for shadows. The default **None** is the " -"fastest to render, and is well suited for games with a pixel art aesthetic " -"(due to its \"blocky\" visuals). If you want a soft shadow, use **PCF5** " -"instead. **PCF13** is even softer, but is the most demanding to render. " -"PCF13 should only be used for a few lights at once due to its high rendering " -"cost." -msgstr "" - -msgid "" -"**Filter Smooth:** Controls how much softening is applied to shadows when " -"**Filter** is set to **PCF5** or **PCF13**. Higher values result in a softer " -"shadow, but may cause banding artifacts to be visible (especially with PCF5)." -msgstr "" - -msgid "" -"**Item Cull Mask:** Controls which LightOccluder2D nodes cast shadows, " -"depending on their respective **Occluder Light Mask** properties." -msgstr "" - -#, fuzzy -msgid "Hard shadows" -msgstr "Kovat tai pehmeät varjot." - -msgid "Soft shadows (PCF13, Filter Smooth 1.5)" -msgstr "" - -msgid "" -"Soft shadows with streaking artifacts due to Filter Smooth being too high " -"(PCF5, Filter Smooth 4)" -msgstr "" - -#, fuzzy -msgid "Occluder draw order" -msgstr "Peittotila" - -msgid "" -"**LightOccluder2Ds follows the usual 2D drawing order.** This is important " -"for 2D lighting, as this is how you control whether the occluder should " -"occlude the sprite itself or not." -msgstr "" - -msgid "" -"If the LightOccluder2D node is a *sibling* of the sprite, the occluder will " -"occlude the sprite itself if it's placed *below* the sprite in the scene " -"tree." -msgstr "" - -msgid "" -"If the LightOccluder2D node is a *child* of the sprite, the occluder will " -"occlude the sprite itself if **Show Behind Parent** is disabled on the " -"LightOccluder2D node (which is the default)." -msgstr "" - -msgid "Normal and specular maps" -msgstr "" - -msgid "" -"Normal maps and specular maps can greatly enhance the sense of depth of your " -"2D lighting. Similar to how these work in 3D rendering, normal maps can help " -"make lighting look less flat by varying its intensity depending on the " -"direction of the surface receiving light (on a per-pixel basis). Specular " -"maps further help improve visuals by making some of the light reflect back " -"to the viewer." -msgstr "" - -msgid "" -"Both PointLight2D and DirectionalLight2D support normal mapping and specular " -"mapping. Since Godot 4.0, normal and specular maps can be assigned to any 2D " -"element, including nodes that inherit from Node2D or Control." -msgstr "" - -msgid "" -"A normal map represents the direction in which each pixel is \"pointing\" " -"towards. This information is then used by the engine to correctly apply " -"lighting to 2D surfaces in a physically plausible way. Normal maps are " -"typically created from hand-painted height maps, but they can also be " -"automatically generated from other textures." -msgstr "" - -msgid "" -"A specular map defines how much each pixel should reflect light (and in " -"which color, if the specular map contains color). Brighter values will " -"result in a brighter reflection at that given spot on the texture. Specular " -"maps are typically created with manual editing, using the diffuse texture as " -"a base." -msgstr "" - -msgid "" -"If you don't have normal or specular maps for your sprites, you can generate " -"them using the free and open source `Laigter `__ tool." -msgstr "" - -msgid "" -"To set up normal maps and/or specular maps on a 2D node, create a new " -"CanvasTexture resource for the property that draws the node's texture. For " -"example, on a Sprite2D:" -msgstr "" - -msgid "Creating a CanvasTexture resource for a Sprite2D node" -msgstr "" - -msgid "" -"Expand the newly created resource. You can find several properties you will " -"need to adjust:" -msgstr "" - -msgid "" -"**Diffuse > Texture:** The base color texture. In this property, load the " -"texture you're using for the sprite itself." -msgstr "" - -msgid "" -"**Normal Map > Texture:** The normal map texture. In this property, load a " -"normal map texture you've generated from a height map (see the tip above)." -msgstr "" - -msgid "" -"**Specular > Texture:** The specular map texture, which controls the " -"specular intensity of each pixel on the diffuse texture. The specular map is " -"usually grayscale, but it can also contain color to multiply the color of " -"reflections accordingly. In this property, load a specular map texture " -"you've created (see the tip above)." -msgstr "" - -msgid "**Specular > Color:** The color multiplier for specular reflections." -msgstr "" - -msgid "" -"**Specular > Shininess:** The specular exponent to use for reflections. " -"Lower values will increase the brightness of reflections and make them more " -"diffuse, while higher values will make reflections more localized. High " -"values are more suited for wet-looking surfaces." -msgstr "" - -msgid "" -"**Texture > Filter:** Can be set to override the texture filtering mode, " -"regardless of what the node's property is set to (or the **Rendering > " -"Textures > Canvas Textures > Default Texture Filter** project setting)." -msgstr "" - -msgid "" -"**Texture > Repeat:** Can be set to override the texture filtering mode, " -"regardless of what the node's property is set to (or the **Rendering > " -"Textures > Canvas Textures > Default Texture Repeat** project setting)." -msgstr "" - -msgid "" -"After enabling normal mapping, you may notice that your lights appear to be " -"weaker. To resolve this, increase the **Height** property on your " -"PointLight2D and DirectionalLight2D nodes. You may also want to increase the " -"lights's **Energy** property slightly to get closer to how your lighting's " -"intensity looked prior to enabling normal mapping." -msgstr "" - -msgid "Using additive sprites as a faster alternative to 2D lights" -msgstr "" - -msgid "" -"If you run into performance issues when using 2D lights, it may be worth " -"replacing some of them with Sprite2D nodes that use additive blending. This " -"is particularly suited for short-lived dynamic effects, such as bullets or " -"explosions." -msgstr "" - -msgid "" -"Additive sprites are much faster to render, since they don't need to go " -"through a separate rendering pipeline. Additionally, it is possible to use " -"this approach with AnimatedSprite2D (or Sprite2D + AnimationPlayer), which " -"allows for animated 2D \"lights\" to be created." -msgstr "" - -msgid "However, additive sprites have a few downsides compared to 2D lights:" -msgstr "" - -msgid "" -"The blending formula is inaccurate compared to \"actual\" 2D lighting. This " -"is usually not a problem in sufficiently lit areas, but this prevents " -"additive sprites from correctly lighting up areas that are fully dark." -msgstr "" - -msgid "Additive sprites cannot cast shadows, since they are not lights." -msgstr "" - -msgid "Additive sprites ignore normal and specular maps used on other sprites." -msgstr "" - -msgid "" -"To display a sprite with additive blending, create a Sprite2D node and " -"assign a texture to it. In the inspector, scroll down to the **CanvasItem > " -"Material** section, unfold it and click the dropdown next to the " -"**Material** property. Choose **New CanvasItemMaterial**, click the newly " -"created material to edit it, then set **Blend Mode** to **Add**." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po deleted file mode 100644 index 6b4984414a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ /dev/null @@ -1,98 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D meshes" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"In 3D, meshes are used to display the world. In 2D, they are rare as images " -"are used more often. Godot's 2D engine is a pure two-dimensional engine, so " -"it can't really display 3D meshes directly (although it can be done via " -"``Viewport`` and ``ViewportTexture``)." -msgstr "" - -msgid "" -"If you are interested in displaying 3D meshes on a 2D viewport, see the :ref:" -"`doc_viewport_as_texture` tutorial." -msgstr "" - -msgid "" -"2D meshes are meshes that contain two-dimensional geometry (Z can be omitted " -"or ignored) instead of 3D. You can experiment creating them yourself using " -"``SurfaceTool`` from code and displaying them in a ``MeshInstance2D`` node." -msgstr "" - -msgid "" -"Currently, the only way to generate a 2D mesh within the editor is by either " -"importing an OBJ file as a mesh, or converting it from a Sprite2D." -msgstr "" - -msgid "Optimizing pixels drawn" -msgstr "" - -msgid "" -"This workflow is useful for optimizing 2D drawing in some situations. When " -"drawing large images with transparency, Godot will draw the whole quad to " -"the screen. The large transparent areas will still be drawn." -msgstr "" - -msgid "" -"This can affect performance, especially on mobile devices, when drawing very " -"large images (generally screen sized), or layering multiple images on top of " -"each other with large transparent areas (for example, when using " -"``ParallaxBackground``)." -msgstr "" - -msgid "" -"Converting to a mesh will ensure that only the opaque parts will be drawn " -"and the rest will be ignored." -msgstr "" - -msgid "Converting Sprite2Ds to 2D meshes" -msgstr "" - -msgid "" -"You can take advantage of this optimization by converting a ``Sprite2D`` to " -"a ``MeshInstance2D``. Start with an image that contains large amounts of " -"transparency on the edges, like this tree:" -msgstr "" - -msgid "" -"Put it in a ``Sprite2D`` and select \"Convert to 2D Mesh\" from the menu:" -msgstr "" - -msgid "" -"A dialog will appear, showing a preview of how the 2D mesh will be created:" -msgstr "" - -msgid "" -"The default values are good enough for many cases, but you can change growth " -"and simplification according to your needs:" -msgstr "" - -msgid "" -"Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be " -"replaced:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po deleted file mode 100644 index a9f3c36bda..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_movement.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D movement overview" -msgstr "2D-liikkumisen yleiskatsaus" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Every beginner has been there: \"How do I move my character?\" Depending on " -"the style of game you're making, you may have special requirements, but in " -"general the movement in most 2D games is based on a small number of designs." -msgstr "" -"Jokainen aloitteleva pelintekijä on kysynyt samaa: \"Kuinka liikutan " -"pelihahmoani?\" Riippuen pelisi tyylistä, sinulla voi olla " -"erityisvaatimuksia, mutta yleisesti ottaen liikkuminen useimmissa 2D-" -"peleissä pohjautuu muutamaan perusmalliin." - -#, fuzzy -msgid "" -"We'll use :ref:`CharacterBody2D ` for these examples, " -"but the principles will apply to other node types (Area2D, RigidBody2D) as " -"well." -msgstr "" -"Käytämme esimerkeissä :ref:`KinematicBody2D ` solmua, " -"mutta periaatteet pätevät muihinkin solmutyyppeihin (Area2D, RigidBody2D)." - -msgid "Setup" -msgstr "Järjestely" - -#, fuzzy -msgid "" -"Each example below uses the same scene setup. Start with a " -"``CharacterBody2D`` with two children: ``Sprite2D`` and " -"``CollisionShape2D``. You can use the Godot icon (\"icon.png\") for the " -"Sprite2D's texture or use any other 2D image you have." -msgstr "" -"Jokainen alla oleva esimerkki käyttää samaa skenejärjestelyä. Aloita " -"``KinematicBody2D`` solmulla, jolla on kaksi alisolmua: ``Sprite`` ja " -"``CollisionShape2D``. Spriten tekstuurina voit käyttää Godot-ikonia (\"icon." -"png\") tai mitä tahansa 2D-kuvaa." - -msgid "" -"Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " -"the following input actions (see :ref:`InputEvent ` for " -"details):" -msgstr "" -"Avaa valikosta ``Projekti -> Projektin asetukset...`` ja valitse " -"\"Syötekartta\"-välilehti. Lisää siihen seuraavat syötetoiminnot (ks. :ref:" -"`InputEvent ` tarkempia tietoja varten):" - -msgid "8-way movement" -msgstr "8-suuntainen liikkuminen" - -msgid "" -"In this scenario, you want the user to press the four directional keys (up/" -"left/down/right or W/A/S/D) and move in the selected direction. The name \"8-" -"way movement\" comes from the fact that the player can move diagonally by " -"pressing two keys at the same time." -msgstr "" -"Tässä esimerkkitilanteessa haluat käyttäjän painavan neljää suuntanäppäintä " -"(ylös/vasemmalle/alas/oikealle tai W/A/S/D) ja liikkuvan valittuun suuntaan. " -"Nimi \"8-suuntainen liikkuminen\" tulee siitä, että pelaaja voi liikkua " -"viistosti painamalla kahta näppäintä yhtä aikaa." - -#, fuzzy -msgid "Add a script to the character body and add the following code:" -msgstr "" -"Lisää kinemaattiselle kappaleelle skripti ja lisää siihen seuraava koodi:" - -msgid "" -"In the ``get_input()`` function, we use :ref:`Input ` " -"``get_vector()`` to check for the four key events and sum return a direction " -"vector." -msgstr "" - -msgid "" -"We can then set our velocity by multiplying this direction vector, which has " -"a length of ``1``, by our desired speed." -msgstr "" - -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`." -msgstr "" -"Mikäli et ole käyttänyt vektorimatematiikkaa aiemmin tai tarvitset " -"kertausta, voit lukea selostuksen vektoreiden käytöstä Godotissa sivulta :" -"ref:`doc_vector_math`." - -msgid "" -"If the code above does nothing when you press the keys, double-check that " -"you've set up input actions correctly as described in the :ref:" -"`doc_2d_movement_setup` part of this tutorial." -msgstr "" -"Jos yllä oleva koodi ei tee mitään painaessasi näppäimiä, tarkista että olet " -"asettanut syötetoiminnot oikein tämän oppaan :ref:`doc_2d_movement_setup` " -"osiossa kuvatulla tavalla." - -msgid "Rotation + movement" -msgstr "Kiertyminen + liikkuminen" - -msgid "" -"This type of movement is sometimes called \"Asteroids-style\" because it " -"resembles how that classic arcade game worked. Pressing left/right rotates " -"the character, while up/down moves it forward or backward in whatever " -"direction it's facing." -msgstr "" -"Tämän tyyppistä liikkumista kutsutaan joskus \"Asteroids-tyyliksi\", koska " -"se muistuttaa kyseisen klassisen arcade-pelin toimintatapaa. Painamalla " -"vasemalle/oikealle kiertää pelihahmoa, kun taas ylös/alas liikuttaa sitä " -"eteenpäin tai taaksepäin siinä suunnassa johon se osoittaa." - -#, fuzzy -msgid "" -"Here we've added two variables to track our rotation direction and speed. " -"The rotation is applied directly to the body's ``rotation`` property." -msgstr "" -"Tässä olemme lisänneet kaksi uutta muuttujaa kiertymissuunnan ja -nopeuden " -"seuraamiseksi. Jälleen kerran, molempien näppäimien yhdenaikainen painaminen " -"kumoaa toisensa, eikä kiertymistä tapahdu. Kiertyminen lisätään suoraan " -"kappaleen ``rotation`` ominaisuuteen." - -msgid "" -"To set the velocity, we use the body's ``transform.x`` which is a vector " -"pointing in the body's \"forward\" direction, and multiply that by the speed." -msgstr "" - -msgid "Rotation + movement (mouse)" -msgstr "Kiertyminen + liikkuminen (hiirellä)" - -msgid "" -"This style of movement is a variation of the previous one. This time, the " -"direction is set by the mouse position instead of the keyboard. The " -"character will always \"look at\" the mouse pointer. The forward/back inputs " -"remain the same, however." -msgstr "" -"Tämä liikkumistyyli on muunnelma edellisestä. Tällä kertaa suuntaa asetetaan " -"hiiren sijainnilla näppäimistön sijaan. Pelihahmo \"katsoo\" aina hiiren " -"osoittimen suuntaan. Eteenpäin/taaksepäin syötteet pysyvät kuitenkin samana." - -#, fuzzy -msgid "" -"Here we're using the :ref:`Node2D ` ``look_at()`` method to " -"point the player towards the mouse's position. Without this function, you " -"could get the same effect by setting the angle like this:" -msgstr "" -"Tässä käytämme :ref:`Node2D ` solmun ``look_at()`` metodia " -"osoittamaan pelaaja annettun sijainnin suuntaan. Ilman tätä funktiota, " -"saisit saman aikaan asettamalla kulman tällä tavalla:" - -msgid "Click-and-move" -msgstr "Napsauta-ja-liiku" - -msgid "" -"This last example uses only the mouse to control the character. Clicking on " -"the screen will cause the player to move to the target location." -msgstr "" -"Tämä viimeinen esimerkki käyttää ainoastaan hiirtä hahmon ohjaamiseen. " -"Ruudun napsauttaminen saa pelaajan siirtymään kohdepaikkaan." - -msgid "" -"Note the ``distance_to()`` check we make prior to movement. Without this " -"test, the body would \"jitter\" upon reaching the target position, as it " -"moves slightly past the position and tries to move back, only to move too " -"far and repeat." -msgstr "" -"Huomaa ``distance_to()`` tarkistus, jonka teemme ennen liikkumista. Ilman " -"tätä testiä, kappale \"tärisisi\" saavutettuaan kohdesijainnin sen " -"liikkuessa hivenen sijainnin ohi ja yrittäessä liikkua takaisin, vain " -"liikkuakseen liian pitkälle ja toistaakseen saman." - -msgid "" -"Uncommenting the ``look_at()`` line will also turn the body to point in its " -"direction of motion if you prefer." -msgstr "" -"Kommentoinnin poistaminen ``look_at()`` riviltä saa kappaleen kääntymään " -"myös osoittamaan liikkumissuuntaansa, jos niin haluat." - -msgid "" -"This technique can also be used as the basis of a \"following\" character. " -"The ``target`` position can be that of any object you want to move to." -msgstr "" -"Tätä tekniikaa voi myös käyttää pohjana \"seuraavalle\" hahmolle. ``target`` " -"sijainti voi olla minkä tahansa objektin, jota haluat liikuttaa." - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"You may find these code samples useful as starting points for your own " -"projects. Feel free to use them and experiment with them to see what you can " -"make." -msgstr "" -"Nämä koodiesimerkit saattavat olla hyödyllisiä aloituspisteitä omiin " -"projekteihisi. Voit vapaasti käyttää niitä ja kokeilla mitä voisit saada " -"aikaiseksi." - -msgid "" -"You can download this sample project here: `2d_movement_starter.zip `_" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po deleted file mode 100644 index feb4109726..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ /dev/null @@ -1,258 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "2D sprite animation" -msgstr "2D-spriten animaatio" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"In this tutorial, you'll learn how to create 2D animated characters with the " -"AnimatedSprite2D class and the AnimationPlayer. Typically, when you create " -"or download an animated character, it will come in one of two ways: as " -"individual images or as a single sprite sheet containing all the animation's " -"frames. Both can be animated in Godot with the AnimatedSprite2D class." -msgstr "" - -msgid "" -"First, we'll use :ref:`AnimatedSprite2D ` to animate " -"a collection of individual images. Then we will animate a sprite sheet using " -"this class. Finally, we will learn another way to animate a sprite sheet " -"with :ref:`AnimationPlayer ` and the *Animation* " -"property of :ref:`Sprite2D `." -msgstr "" - -msgid "" -"Art for the following examples by https://opengameart.org/users/ansimuz and " -"tgfcoder." -msgstr "" - -#, fuzzy -msgid "Individual images with AnimatedSprite2D" -msgstr "Sprite-arkki animaatiotoistimella" - -msgid "" -"In this scenario, you have a collection of images, each containing one of " -"your character's animation frames. For this example, we'll use the following " -"animation:" -msgstr "" - -msgid "" -"You can download the images here: `2d_sprite_animation_assets.zip `_" -msgstr "" - -msgid "" -"Unzip the images and place them in your project folder. Set up your scene " -"tree with the following nodes:" -msgstr "" - -msgid "" -"The root node could also be :ref:`Area2D ` or :ref:" -"`RigidBody2D `. The animation will still be made in the " -"same way. Once the animation is completed, you can assign a shape to the " -"CollisionShape2D. See :ref:`Physics Introduction ` " -"for more information." -msgstr "" - -msgid "" -"Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " -"select \"New SpriteFrames\"." -msgstr "" - -msgid "" -"Click on the new SpriteFrames resource and you'll see a new panel appear at " -"the bottom of the editor window:" -msgstr "" - -msgid "" -"From the FileSystem dock on the left side, drag the 8 individual images into " -"the center part of the SpriteFrames panel. On the left side, change the name " -"of the animation from \"default\" to \"run\"." -msgstr "" - -msgid "" -"Use the \"Play\" buttons on the top-right of the *Filter Animations* input " -"to preview the animation. You should now see the animation playing in the " -"viewport. However, it is a bit slow. To fix this, change the *Speed (FPS)* " -"setting in the SpriteFrames panel to 10." -msgstr "" - -msgid "" -"You can add additional animations by clicking the \"Add Animation\" button " -"and adding additional images." -msgstr "" - -msgid "Controlling the animation" -msgstr "Animaation ohjaaminen" - -msgid "" -"Once the animation is complete, you can control the animation via code using " -"the ``play()`` and ``stop()`` methods. Here is a brief example to play the " -"animation while the right arrow key is held, and stop it when the key is " -"released." -msgstr "" - -#, fuzzy -msgid "Sprite sheet with AnimatedSprite2D" -msgstr "Sprite-arkki animaatiotoistimella" - -msgid "" -"You can also easily animate from a sprite sheet with the class " -"``AnimatedSprite2D``. We will use this public domain sprite sheet:" -msgstr "" - -msgid "" -"Right-click the image and choose \"Save Image As\" to download it, and then " -"copy the image into your project folder." -msgstr "" - -msgid "" -"Set up your scene tree the same way you did previously when using individual " -"images. Select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " -"select \"New SpriteFrames\"." -msgstr "" - -msgid "" -"Click on the new SpriteFrames resource. This time, when the bottom panel " -"appears, select \"Add frames from a Sprite Sheet\"." -msgstr "" - -msgid "You will be prompted to open a file. Select your sprite sheet." -msgstr "" - -msgid "" -"A new window will open, showing your sprite sheet. The first thing you will " -"need to do is to change the number of vertical and horizontal images in your " -"sprite sheet. In this sprite sheet, we have four images horizontally and two " -"images vertically." -msgstr "" - -msgid "" -"Next, select the frames from the sprite sheet that you want to include in " -"your animation. We will select the top four, then click \"Add 4 frames\" to " -"create the animation." -msgstr "" - -msgid "" -"You will now see your animation under the list of animations in the bottom " -"panel. Double click on default to change the name of the animation to jump." -msgstr "" - -msgid "" -"Finally, check the play button on the SpriteFrames editor to see your frog " -"jump!" -msgstr "" - -msgid "Sprite sheet with AnimationPlayer" -msgstr "Sprite-arkki animaatiotoistimella" - -msgid "" -"Another way that you can animate when using a sprite sheet is to use a " -"standard :ref:`Sprite2D ` node to display the texture, and " -"then animating the change from texture to texture with :ref:`AnimationPlayer " -"`." -msgstr "" - -msgid "Consider this sprite sheet, which contains 6 frames of animation:" -msgstr "" - -msgid "" -"Right-click the image and choose \"Save Image As\" to download, then copy " -"the image into your project folder." -msgstr "" - -msgid "" -"Our goal is to display these images one after another in a loop. Start by " -"setting up your scene tree:" -msgstr "" - -msgid "" -"Drag the spritesheet into the Sprite's *Texture* property, and you'll see " -"the whole sheet displayed on the screen. To slice it up into individual " -"frames, expand the *Animation* section in the Inspector and set the " -"*Hframes* to ``6``. *Hframes* and *Vframes* are the number of horizontal and " -"vertical frames in your sprite sheet." -msgstr "" - -msgid "" -"Now try changing the value of the *Frame* property. You'll see that it " -"ranges from ``0`` to ``5`` and the image displayed by the Sprite2D changes " -"accordingly. This is the property we'll be animating." -msgstr "" - -msgid "" -"Select the ``AnimationPlayer`` and click the \"Animation\" button followed " -"by \"New\". Name the new animation \"walk\". Set the animation length to " -"``0.6`` and click the \"Loop\" button so that our animation will repeat." -msgstr "" - -msgid "" -"Now select the ``Sprite2D`` node and click the key icon to add a new track." -msgstr "" - -msgid "" -"Continue adding frames at each point in the timeline (``0.1`` seconds by " -"default), until you have all the frames from 0 to 5. You'll see the frames " -"actually appearing in the animation track:" -msgstr "" - -msgid "Press \"Play\" on the animation to see how it looks." -msgstr "" - -#, fuzzy -msgid "Controlling an AnimationPlayer animation" -msgstr "Animaation ohjaaminen" - -msgid "" -"Like with AnimatedSprite2D, you can control the animation via code using the " -"``play()`` and ``stop()`` methods. Again, here is an example to play the " -"animation while the right arrow key is held, and stop it when the key is " -"released." -msgstr "" - -msgid "" -"If updating both an animation and a separate property at once (for example, " -"a platformer may update the sprite's ``h_flip``/``v_flip`` properties when a " -"character turns while starting a 'turning' animation), it's important to " -"keep in mind that ``play()`` isn't applied instantly. Instead, it's applied " -"the next time the :ref:`AnimationPlayer ` is " -"processed. This may end up being on the next frame, causing a 'glitch' " -"frame, where the property change was applied but the animation was not. If " -"this turns out to be a problem, after calling ``play()``, you can call " -"``advance(0)`` to update the animation immediately." -msgstr "" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "" -"These examples illustrate the two classes you can use in Godot for 2D " -"animation. ``AnimationPlayer`` is a bit more complex than " -"``AnimatedSprite2D``, but it provides additional functionality, since you " -"can also animate other properties like position or scale. The class " -"``AnimationPlayer`` can also be used with an ``AnimatedSprite2D``. " -"Experiment to see what works best for your needs." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po deleted file mode 100644 index 52882dc98e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ /dev/null @@ -1,140 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Viewport and canvas transforms" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"This is an overview of the 2D transforms going on for nodes from the moment " -"they draw their content locally to the time they are drawn onto the screen. " -"This overview discusses very low level details of the engine." -msgstr "" - -msgid "" -"The goal of this tutorial is to teach a way for feeding input events to the " -"Input with a position in the correct coordinate system." -msgstr "" - -msgid "" -"A more extensive description of all coordinate systems and 2d transforms is " -"available in :ref:`doc_2d_coordinate_systems`." -msgstr "" - -msgid "Canvas transform" -msgstr "" - -msgid "" -"As mentioned in the previous tutorial, :ref:`doc_canvas_layers`, every " -"CanvasItem node (remember that Node2D and Control based nodes use CanvasItem " -"as their common root) will reside in a *Canvas Layer*. Every canvas layer " -"has a transform (translation, rotation, scale, etc.) that can be accessed as " -"a :ref:`Transform2D `." -msgstr "" - -msgid "" -"Also covered in the previous tutorial, nodes are drawn by default in Layer " -"0, in the built-in canvas. To put nodes in a different layer, a :ref:" -"`CanvasLayer ` node can be used." -msgstr "" - -msgid "Global canvas transform" -msgstr "" - -msgid "" -"Viewports also have a Global Canvas transform (also a :ref:`Transform2D " -"`). This is the master transform and affects all " -"individual *Canvas Layer* transforms. Generally, this is primarily used in " -"Godot's CanvasItem Editor." -msgstr "" - -msgid "Stretch transform" -msgstr "" - -msgid "" -"Finally, viewports have a *Stretch Transform*, which is used when resizing " -"or stretching the screen. This transform is used internally (as described " -"in :ref:`doc_multiple_resolutions`), but can also be manually set on each " -"viewport." -msgstr "" - -msgid "" -"Input events are multiplied by this transform but lack the ones above. To " -"convert InputEvent coordinates to local CanvasItem coordinates, the :ref:" -"`CanvasItem.make_input_local() ` " -"function was added for convenience." -msgstr "" - -#, fuzzy -msgid "Window transform" -msgstr "3D-muunnosten käyttö" - -msgid "" -"The root viewport is a :ref:`Window `. In order to scale and " -"position the *Window's* content as described in :ref:" -"`doc_multiple_resolutions`, each :ref:`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 "" - -msgid "Transform order" -msgstr "" - -msgid "" -"To convert a CanvasItem local coordinate to an actual screen coordinate, the " -"following chain of transforms must be applied:" -msgstr "" - -msgid "Transform functions" -msgstr "" - -msgid "" -"The above graphic shows some available transform functions. All transforms " -"are directed from right to left, this means multiplying a transform with a " -"coordinate results in a coordinate system further to the left, multiplying " -"the :ref:`affine inverse ` of a " -"transform results in a coordinate system further to the right:" -msgstr "" - -msgid "" -"Finally, then, to convert a CanvasItem local coordinates to screen " -"coordinates, just multiply in the following order:" -msgstr "" - -msgid "" -"Keep in mind, however, that it is generally not desired to work with screen " -"coordinates. The recommended approach is to simply work in Canvas " -"coordinates (``CanvasItem.get_global_transform()``), to allow automatic " -"screen resolution resizing to work properly." -msgstr "" - -msgid "Feeding custom input events" -msgstr "" - -msgid "" -"It is often desired to feed custom input events to the game. With the above " -"knowledge, to correctly do this in the focused window, it must be done the " -"following way:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po deleted file mode 100644 index d649791ce3..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ /dev/null @@ -1,133 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Canvas layers" -msgstr "" - -msgid "Viewport and Canvas items" -msgstr "" - -#, fuzzy -msgid "" -":ref:`CanvasItem ` is the base for all 2D nodes, be it " -"regular 2D nodes, such as :ref:`Node2D `, or :ref:`Control " -"`. Both inherit from :ref:`CanvasItem `. " -"You can arrange canvas items in trees. Each item will inherit its parent's " -"transform: when the parent moves, its children move too." -msgstr "" -"Tavalliset 2D-solmut, kuten :ref:`Node2D ` ja :ref:`Control " -"`, periytyvät :ref:`CanvasItem ` solmusta, " -"joka on kaikkien 2D-solmujen perusta. CanvasItemit voidaan järjestää " -"puurakenteisiin. Kukin solmu perii muunnoksensa ylemmältä tasolta. Tämä " -"tarkoittaa, että siirtämällä yhtä solmua myös kaikki sen alisolmut siirtyvät " -"mukana." - -#, fuzzy -msgid "" -"CanvasItem nodes, and nodes inheriting from them, are direct or indirect " -"children of a :ref:`Viewport `, that displays them." -msgstr "" -"CanvasItem solmut ja kaikki siitä periytyvät solmut ovat suoraan tai " -"epäsuorasti :ref:`Viewport ` solmun alisolmuja, ja ne " -"näytetään sen lävitse." - -#, fuzzy -msgid "" -"The Viewport's property :ref:`Viewport.canvas_transform " -"`, allows to apply a custom :ref:" -"`Transform2D ` transform to the CanvasItem hierarchy it " -"contains. Nodes such as :ref:`Camera2D ` work by changing " -"that transform." -msgstr "" -"Viewport-solmulla on ominaisuus :ref:`Viewport.canvas_transform " -"`, joka mahdollistaa sen " -"sisältämän CanvasItem-hierarkian muuntamisen mukautetulla :ref:`Transform2D " -"` muunnoksella. Sellaiset solmut kuten :ref:`Camera2D " -"` toimivat muuttamalla tuota muunnosta." - -msgid "" -"To achieve effects like scrolling, manipulating the canvas transform " -"property is more efficient than moving the root canvas item and the entire " -"scene with it." -msgstr "" - -msgid "" -"Usually though, we don't want *everything* in the game or app to be subject " -"to the canvas transform. For example:" -msgstr "" - -msgid "" -"**Parallax Backgrounds**: Backgrounds that move slower than the rest of the " -"stage." -msgstr "" - -msgid "" -"**UI**: Think of a user interface (UI) or head-up display (HUD) superimposed " -"on our view of the game world. We want a life counter, score display and " -"other elements to retain their screen positions even when our view of the " -"game world changes." -msgstr "" - -msgid "" -"**Transitions**: We may want visual effects used for transitions (fades, " -"blends) to remain at a fixed screen location." -msgstr "" - -msgid "How to solve these problems in a single scene tree?" -msgstr "" - -msgid "CanvasLayers" -msgstr "" - -msgid "" -"The answer is :ref:`CanvasLayer `, which is a node that " -"adds a separate 2D rendering layer for all its children and grand-children. " -"Viewport children will draw by default at layer \"0\", while a CanvasLayer " -"will draw at any numeric layer. Layers with a greater number will be drawn " -"above those with a smaller number. CanvasLayers also have their own " -"transform and do not depend on the transform of other layers. This allows " -"the UI to be fixed in screen-space while our view on the game world changes." -msgstr "" - -msgid "" -"An example of this is creating a parallax background. This can be done with " -"a CanvasLayer at layer \"-1\". The screen with the points, life counter and " -"pause button can also be created at layer \"1\"." -msgstr "" - -msgid "Here's a diagram of how it looks:" -msgstr "" - -msgid "" -"CanvasLayers are independent of tree order, and they only depend on their " -"layer number, so they can be instantiated when needed." -msgstr "" - -msgid "" -"CanvasLayers aren't necessary to control the drawing order of nodes. The " -"standard way to ensuring that a node is correctly drawn 'in front' or " -"'behind' others is to manipulate the order of the nodes in the scene panel. " -"Perhaps counterintuitively, the topmost nodes in the scene panel are drawn " -"on *behind* lower ones in the viewport. 2D nodes also have the :ref:" -"`CanvasItem.z_index ` property for " -"controlling their drawing order." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po deleted file mode 100644 index 5572875fb0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ /dev/null @@ -1,311 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Custom drawing in 2D" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Godot has nodes to draw sprites, polygons, particles, and all sorts of " -"stuff. For most cases, this is enough. If there's no node to draw something " -"specific you need, you can make any 2D node (for example, :ref:`Control " -"` or :ref:`Node2D ` based) draw custom commands." -msgstr "" - -msgid "" -"Custom drawing in a 2D node is *really* useful. Here are some use cases:" -msgstr "" - -msgid "" -"Drawing shapes or logic that existing nodes can't do, such as an image with " -"trails or a special animated polygon." -msgstr "" - -msgid "" -"Visualizations that are not that compatible with nodes, such as a tetris " -"board. (The tetris example uses a custom draw function to draw the blocks.)" -msgstr "" - -msgid "" -"Drawing a large number of simple objects. Custom drawing avoids the overhead " -"of using a large number of nodes, possibly lowering memory usage and " -"improving performance." -msgstr "" - -msgid "" -"Making a custom UI control. There are plenty of controls available, but when " -"you have unusual needs, you will likely need a custom control." -msgstr "" - -msgid "Drawing" -msgstr "" - -msgid "" -"Add a script to any :ref:`CanvasItem ` derived node, like :" -"ref:`Control ` or :ref:`Node2D `. Then override " -"the ``_draw()`` function." -msgstr "" - -msgid "" -"Draw commands are described in the :ref:`CanvasItem ` " -"class reference. There are plenty of them." -msgstr "" - -msgid "Updating" -msgstr "" - -msgid "" -"The ``_draw()`` function is only called once, and then the draw commands are " -"cached and remembered, so further calls are unnecessary." -msgstr "" - -msgid "" -"If re-drawing is required because a state or something else changed, call :" -"ref:`CanvasItem.queue_redraw() ` in " -"that same node and a new ``_draw()`` call will happen." -msgstr "" - -msgid "" -"Here is a little more complex example, a texture variable that will be " -"redrawn if modified:" -msgstr "" - -msgid "" -"In some cases, it may be desired to draw every frame. For this, call " -"``queue_redraw()`` from the ``_process()`` callback, like this:" -msgstr "" - -msgid "Coordinates" -msgstr "" - -msgid "" -"The drawing API uses the CanvasItem's coordinate system, not necessarily " -"pixel coordinates. Which means it uses the coordinate space created after " -"applying the CanvasItem's transform. Additionally, you can apply a custom " -"transform on top of it by using :ref:" -"`draw_set_transform` or :ref:" -"`draw_set_transform_matrix`." -msgstr "" - -msgid "" -"When using ``draw_line``, you should consider the width of the line. When " -"using a width that is an odd size, the position should be shifted by ``0.5`` " -"to keep the line centered as shown below." -msgstr "" - -msgid "The same applies to the ``draw_rect`` method with ``filled = false``." -msgstr "" - -msgid "An example: drawing circular arcs" -msgstr "" - -msgid "" -"We will now use the custom drawing functionality of the Godot Engine to draw " -"something that Godot doesn't provide functions for. As an example, Godot " -"provides a ``draw_circle()`` function that draws a whole circle. However, " -"what about drawing a portion of a circle? You will have to code a function " -"to perform this and draw it yourself." -msgstr "" - -msgid "Arc function" -msgstr "" - -msgid "" -"An arc is defined by its support circle parameters, that is, the center " -"position and the radius. The arc itself is then defined by the angle it " -"starts from and the angle at which it stops. These are the 4 arguments that " -"we have to provide to our drawing function. We'll also provide the color " -"value, so we can draw the arc in different colors if we wish." -msgstr "" - -msgid "" -"Basically, drawing a shape on the screen requires it to be decomposed into a " -"certain number of points linked from one to the next. As you can imagine, " -"the more points your shape is made of, the smoother it will appear, but the " -"heavier it will also be in terms of processing cost. In general, if your " -"shape is huge (or in 3D, close to the camera), it will require more points " -"to be drawn without it being angular-looking. On the contrary, if your shape " -"is small (or in 3D, far from the camera), you may decrease its number of " -"points to save processing costs; this is known as *Level of Detail (LOD)*. " -"In our example, we will simply use a fixed number of points, no matter the " -"radius." -msgstr "" - -msgid "" -"Remember the number of points our shape has to be decomposed into? We fixed " -"this number in the ``nb_points`` variable to a value of ``32``. Then, we " -"initialize an empty ``PackedVector2Array``, which is simply an array of " -"``Vector2``\\ s." -msgstr "" - -msgid "" -"The next step consists of computing the actual positions of these 32 points " -"that compose an arc. This is done in the first for-loop: we iterate over the " -"number of points for which we want to compute the positions, plus one to " -"include the last point. We first determine the angle of each point, between " -"the starting and ending angles." -msgstr "" - -msgid "" -"The reason why each angle is decreased by 90° is that we will compute 2D " -"positions out of each angle using trigonometry (you know, cosine and sine " -"stuff...). However, ``cos()`` and ``sin()`` use radians, not degrees. The " -"angle of 0° (0 radian) starts at 3 o'clock, although we want to start " -"counting at 12 o'clock. So we decrease each angle by 90° in order to start " -"counting from 12 o'clock." -msgstr "" - -msgid "" -"The actual position of a point located on a circle at angle ``angle`` (in " -"radians) is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` " -"and ``sin()`` return values between -1 and 1, the position is located on a " -"circle of radius 1. To have this position on our support circle, which has a " -"radius of ``radius``, we simply need to multiply the position by ``radius``. " -"Finally, we need to position our support circle at the ``center`` position, " -"which is performed by adding it to our ``Vector2`` value. Finally, we insert " -"the point in the ``PackedVector2Array`` which was previously defined." -msgstr "" - -msgid "" -"Now, we need to actually draw our points. As you can imagine, we will not " -"simply draw our 32 points: we need to draw everything that is between each " -"of them. We could have computed every point ourselves using the previous " -"method, and drew it one by one. But this is too complicated and inefficient " -"(except if explicitly needed), so we simply draw lines between each pair of " -"points. Unless the radius of our support circle is big, the length of each " -"line between a pair of points will never be long enough to see them. If that " -"were to happen, we would simply need to increase the number of points." -msgstr "" - -msgid "Draw the arc on the screen" -msgstr "" - -msgid "" -"We now have a function that draws stuff on the screen; it is time to call it " -"inside the ``_draw()`` function:" -msgstr "" - -msgid "Result:" -msgstr "" - -msgid "Arc polygon function" -msgstr "" - -msgid "" -"We can take this a step further and not only write a function that draws the " -"plain portion of the disc defined by the arc, but also its shape. The method " -"is exactly the same as before, except that we draw a polygon instead of " -"lines:" -msgstr "" - -msgid "Dynamic custom drawing" -msgstr "" - -msgid "" -"All right, we are now able to draw custom stuff on the screen. However, it " -"is static; let's make this shape turn around the center. The solution to do " -"this is simply to change the angle_from and angle_to values over time. For " -"our example, we will simply increment them by 50. This increment value has " -"to remain constant or else the rotation speed will change accordingly." -msgstr "" - -msgid "" -"First, we have to make both angle_from and angle_to variables global at the " -"top of our script. Also note that you can store them in other nodes and " -"access them using ``get_node()``." -msgstr "" - -msgid "We make these values change in the _process(delta) function." -msgstr "" - -msgid "" -"We also increment our angle_from and angle_to values here. However, we must " -"not forget to ``wrap()`` the resulting values between 0 and 360°! That is, " -"if the angle is 361°, then it is actually 1°. If you don't wrap these " -"values, the script will work correctly, but the angle values will grow " -"bigger and bigger over time until they reach the maximum integer value Godot " -"can manage (``2^31 - 1``). When this happens, Godot may crash or produce " -"unexpected behavior." -msgstr "" - -msgid "" -"Finally, we must not forget to call the ``queue_redraw()`` function, which " -"automatically calls ``_draw()``. This way, you can control when you want to " -"refresh the frame." -msgstr "" - -msgid "" -"Also, don't forget to modify the ``_draw()`` function to make use of these " -"variables:" -msgstr "" - -msgid "" -"Let's run! It works, but the arc is rotating insanely fast! What's wrong?" -msgstr "" - -msgid "" -"The reason is that your GPU is actually displaying the frames as fast as it " -"can. We need to \"normalize\" the drawing by this speed; to achieve that, we " -"have to make use of the ``delta`` parameter of the ``_process()`` function. " -"``delta`` contains the time elapsed between the two last rendered frames. It " -"is generally small (about 0.0003 seconds, but this depends on your " -"hardware), so using ``delta`` to control your drawing ensures that your " -"program runs at the same speed on everybody's hardware." -msgstr "" - -msgid "" -"In our case, we simply need to multiply our ``rotation_angle`` variable by " -"``delta`` in the ``_process()`` function. This way, our 2 angles will be " -"increased by a much smaller value, which directly depends on the rendering " -"speed." -msgstr "" - -msgid "Let's run again! This time, the rotation displays fine!" -msgstr "" - -msgid "Antialiased drawing" -msgstr "" - -msgid "" -"Godot offers method parameters in :ref:" -"`draw_line` to enable antialiasing, but " -"not all custom drawing methods offer this ``antialiased`` parameter." -msgstr "" - -msgid "" -"For custom drawing methods that don't provide an ``antialiased`` parameter, " -"you can enable 2D MSAA instead, which affects rendering in the entire " -"viewport. This provides high-quality antialiasing, but a higher performance " -"cost and only on specific elements. See :ref:`doc_2d_antialiasing` for more " -"information." -msgstr "" - -msgid "Tools" -msgstr "Työkalut" - -msgid "" -"Drawing your own nodes might also be desired while running them in the " -"editor. This can be used as a preview or visualization of some feature or " -"behavior. See :ref:`doc_running_code_in_the_editor` for more information." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po deleted file mode 100644 index 1f08d44619..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/index.po +++ /dev/null @@ -1,33 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D" -msgstr "2D" - -msgid "Rendering" -msgstr "" - -msgid "Physics and movement" -msgstr "" - -msgid "Tools" -msgstr "Työkalut" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po deleted file mode 100644 index f2b1193451..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ /dev/null @@ -1,442 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "2D particle systems" -msgstr "Partikkelijärjestelmät (2D)" - -msgid "Intro" -msgstr "" - -msgid "" -"Particle systems are used to simulate complex physical effects, such as " -"sparks, fire, magic particles, smoke, mist, etc." -msgstr "" - -msgid "" -"The idea is that a \"particle\" is emitted at a fixed interval and with a " -"fixed lifetime. During its lifetime, every particle will have the same base " -"behavior. What makes each particle different from the rest and provides a " -"more organic look is the \"randomness\" associated with each parameter. In " -"essence, creating a particle system means setting base physics parameters " -"and then adding randomness to them." -msgstr "" - -#, fuzzy -msgid "Particle nodes" -msgstr "Partikkelisävyttimet" - -msgid "" -"Godot provides two different nodes for 2D particles, :ref:" -"`class_GPUParticles2D` and :ref:`class_CPUParticles2D`. GPUParticles2D is " -"more advanced and uses the GPU to process particle effects. CPUParticles2D " -"is a CPU-driven option with near-feature parity with GPUParticles2D, but " -"lower performance when using large amounts of particles. On the other hand, " -"CPUParticles2D may perform better on low-end systems or in GPU-bottlenecked " -"situations." -msgstr "" - -msgid "" -"While GPUParticles2D is configured via a :ref:" -"`class_ParticleProcessMaterial` (and optionally with a custom shader), the " -"matching options are provided via node properties in CPUParticles2D (with " -"the exception of the trail settings)." -msgstr "" - -msgid "" -"You can convert a GPUParticles2D node into a CPUParticles2D node by clicking " -"on the node in the inspector, and selecting **Particles > Convert to " -"CPUParticles2D** in the toolbar at the top of the 3D editor viewport." -msgstr "" - -msgid "" -"The rest of this tutorial is going to use the GPUParticles2D node. First, " -"add a GPUParticles2D node to your scene. After creating that node you will " -"notice that only a white dot was created, and that there is a warning icon " -"next to your GPUParticles2D node in the scene dock. This is because the node " -"needs a ParticleProcessMaterial to function." -msgstr "" - -#, fuzzy -msgid "ParticleProcessMaterial" -msgstr "Partikkelisävyttimet" - -msgid "" -"To add a process material to your particles node, go to ``Process Material`` " -"in your inspector panel. Click on the box next to ``Material``, and from the " -"dropdown menu select ``New ParticleProcessMaterial``." -msgstr "" - -msgid "Your GPUParticles2D node should now be emitting white points downward." -msgstr "" - -msgid "Texture" -msgstr "" - -msgid "" -"A particle system uses a single texture (in the future this might be " -"extended to animated textures via spritesheet). The texture is set via the " -"relevant texture property:" -msgstr "" - -msgid "Time parameters" -msgstr "" - -msgid "Lifetime" -msgstr "" - -msgid "" -"The time in seconds that every particle will stay alive. When lifetime ends, " -"a new particle is created to replace it." -msgstr "" - -msgid "Lifetime: 0.5" -msgstr "" - -msgid "Lifetime: 4.0" -msgstr "" - -msgid "One Shot" -msgstr "" - -msgid "" -"When enabled, a GPUParticles2D node will emit all of its particles once and " -"then never again." -msgstr "" - -msgid "Preprocess" -msgstr "" - -msgid "" -"Particle systems begin with zero particles emitted, then start emitting. " -"This can be an inconvenience when loading a scene and systems like a torch, " -"mist, etc. begin emitting the moment you enter. Preprocess is used to let " -"the system process a given number of seconds before it is actually drawn the " -"first time." -msgstr "" - -msgid "Speed Scale" -msgstr "" - -msgid "" -"The speed scale has a default value of ``1`` and is used to adjust the speed " -"of a particle system. Lowering the value will make the particles slower " -"while increasing the value will make the particles much faster." -msgstr "" - -msgid "Explosiveness" -msgstr "" - -msgid "" -"If lifetime is ``1`` and there are 10 particles, it means a particle will be " -"emitted every 0.1 seconds. The explosiveness parameter changes this, and " -"forces particles to be emitted all together. Ranges are:" -msgstr "" - -msgid "0: Emit particles at regular intervals (default value)." -msgstr "" - -msgid "1: Emit all particles simultaneously." -msgstr "" - -msgid "" -"Values in the middle are also allowed. This feature is useful for creating " -"explosions or sudden bursts of particles:" -msgstr "" - -msgid "Randomness" -msgstr "" - -msgid "" -"All physics parameters can be randomized. Random values range from ``0`` to " -"``1``. The formula to randomize a parameter is:" -msgstr "" - -msgid "Fixed FPS" -msgstr "" - -msgid "" -"This setting can be used to set the particle system to render at a fixed " -"FPS. For instance, changing the value to ``2`` will make the particles " -"render at 2 frames per second. Note this does not slow down the particle " -"system itself." -msgstr "" - -msgid "Fract Delta" -msgstr "" - -msgid "This can be used to turn Fract Delta on or off." -msgstr "" - -msgid "Drawing parameters" -msgstr "" - -msgid "Visibility Rect" -msgstr "" - -msgid "" -"The visibility rectangle controls the visibility of the particles on screen. " -"If this rectangle is outside of the viewport, the engine will not render the " -"particles on screen." -msgstr "" - -msgid "" -"The rectangle's ``W`` and ``H`` properties respectively control its Width " -"and its Height. The ``X`` and ``Y`` properties control the position of the " -"upper-left corner of the rectangle, relative to the particle emitter." -msgstr "" - -msgid "" -"You can have Godot generate a Visibility Rect automatically using the " -"toolbar above the 2d view. To do so, select the GPUParticles2D node and " -"Click ``Particles > Generate Visibility Rect``. Godot will simulate the " -"Particles2D node emitting particles for a few seconds and set the rectangle " -"to fit the surface the particles take." -msgstr "" - -msgid "" -"You can control the emit duration with the ``Generation Time (sec)`` option. " -"The maximum value is 25 seconds. If you need more time for your particles to " -"move around, you can temporarily change the ``preprocess`` duration on the " -"Particles2D node." -msgstr "" - -msgid "Local Coords" -msgstr "Paikalliset koordinaatit" - -msgid "" -"By default this option is on, and it means that the space that particles are " -"emitted to is relative to the node. If the node is moved, all particles are " -"moved with it:" -msgstr "" - -msgid "" -"If disabled, particles will emit to global space, meaning that if the node " -"is moved, already emitted particles are not affected:" -msgstr "" - -msgid "Draw Order" -msgstr "" - -msgid "" -"This controls the order in which individual particles are drawn. ``Index`` " -"means particles are drawn according to their emission order (default). " -"``Lifetime`` means they are drawn in order of remaining lifetime." -msgstr "" - -msgid "ParticleProcessMaterial settings" -msgstr "" - -#, fuzzy -msgid "Direction" -msgstr "Vektori" - -msgid "" -"This is the base direction at which particles emit. The default is " -"``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with " -"the default gravity settings, particles will go straight down." -msgstr "" - -msgid "" -"For this property to be noticeable, you need an *initial velocity* greater " -"than 0. Here, we set the initial velocity to 40. You'll notice that " -"particles emit toward the right, then go down because of gravity." -msgstr "" - -msgid "Spread" -msgstr "" - -msgid "" -"This parameter is the angle in degrees which will be randomly added in " -"either direction to the base ``Direction``. A spread of ``180`` will emit in " -"all directions (+/- 180). For spread to do anything the \"Initial Velocity\" " -"parameter must be greater than 0." -msgstr "" - -msgid "Flatness" -msgstr "" - -msgid "This property is only useful for 3D particles." -msgstr "" - -msgid "Gravity" -msgstr "" - -msgid "The gravity applied to every particle." -msgstr "" - -msgid "Initial Velocity" -msgstr "" - -msgid "" -"Initial velocity is the speed at which particles will be emitted (in pixels/" -"sec). Speed might later be modified by gravity or other accelerations (as " -"described further below)." -msgstr "" - -msgid "Angular Velocity" -msgstr "" - -msgid "Angular velocity is the initial angular velocity applied to particles." -msgstr "" - -msgid "Spin Velocity" -msgstr "" - -msgid "" -"Spin velocity is the speed at which particles turn around their center (in " -"degrees/sec)." -msgstr "" - -msgid "Orbit Velocity" -msgstr "" - -msgid "Orbit velocity is used to make particles turn around their center." -msgstr "" - -msgid "Linear Acceleration" -msgstr "" - -msgid "The linear acceleration applied to each particle." -msgstr "" - -msgid "Radial Acceleration" -msgstr "" - -msgid "" -"If this acceleration is positive, particles are accelerated away from the " -"center. If negative, they are absorbed towards it." -msgstr "" - -msgid "Tangential Acceleration" -msgstr "" - -msgid "" -"This acceleration will use the tangent vector to the center. Combining with " -"radial acceleration can do nice effects." -msgstr "" - -msgid "Damping" -msgstr "" - -msgid "" -"Damping applies friction to the particles, forcing them to stop. It is " -"especially useful for sparks or explosions, which usually begin with a high " -"linear velocity and then stop as they fade." -msgstr "" - -msgid "Angle" -msgstr "" - -msgid "" -"Determines the initial angle of the particle (in degrees). This parameter is " -"mostly useful randomized." -msgstr "" - -msgid "Scale" -msgstr "Skaalaa" - -msgid "Determines the initial scale of the particles." -msgstr "" - -msgid "Color" -msgstr "Väri" - -msgid "Used to change the color of the particles being emitted." -msgstr "" - -msgid "Hue variation" -msgstr "" - -msgid "" -"The ``Variation`` value sets the initial hue variation applied to each " -"particle. The ``Variation Random`` value controls the hue variation " -"randomness ratio." -msgstr "" - -msgid "Emission Shapes" -msgstr "Emissiomuodot" - -msgid "" -"ParticleProcessMaterials allow you to set an Emission Mask, which dictates " -"the area and direction in which particles are emitted. These can be " -"generated from textures in your project." -msgstr "" - -msgid "" -"Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is " -"selected. A \"Particles\" menu should appear in the Toolbar:" -msgstr "" - -msgid "Open it and select \"Load Emission Mask\":" -msgstr "" - -msgid "Then select which texture you want to use as your mask:" -msgstr "" - -msgid "A dialog box with several settings will appear." -msgstr "" - -msgid "Emission Mask" -msgstr "Emissiomaski" - -msgid "Three types of emission masks can be generated from a texture:" -msgstr "" - -msgid "" -"Solid Pixels: Particles will spawn from any area of the texture, excluding " -"transparent areas." -msgstr "" - -msgid "" -"Border Pixels: Particles will spawn from the outer edges of the texture." -msgstr "" - -msgid "" -"Directed Border Pixels: Similar to Border Pixels, but adds extra information " -"to the mask to give particles the ability to emit away from the borders. " -"Note that an ``Initial Velocity`` will need to be set in order to utilize " -"this." -msgstr "" - -msgid "Emission Colors" -msgstr "Emissiovärit" - -msgid "" -"``Capture from Pixel`` will cause the particles to inherit the color of the " -"mask at their spawn points." -msgstr "" - -msgid "" -"Once you click \"OK\", the mask will be generated and set to the " -"ParticleProcessMaterial, under the ``Emission Shape`` section:" -msgstr "" - -msgid "" -"All of the values within this section have been automatically generated by " -"the \"Load Emission Mask\" menu, so they should generally be left alone." -msgstr "" - -msgid "" -"An image should not be added to ``Point Texture`` or ``Color Texture`` " -"directly. The \"Load Emission Mask\" menu should always be used instead." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po deleted file mode 100644 index 1ba8bc900d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ /dev/null @@ -1,606 +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 , 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 \n" -"Language-Team: LANGUAGE \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 TileMaps" -msgstr "Välilyöntien käyttö" - -msgid "" -"This page assumes you have created or downloaded a TileSet already. If not, " -"please read :ref:`doc_using_tilesets` first as you will need a TileSet to " -"create a TileMap." -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"A tilemap is a grid of tiles used to create a game's layout. There are " -"several benefits to using :ref:`TileMap ` nodes to design " -"your levels. First, they make it possible to draw the layout by \"painting\" " -"the tiles onto a grid, which is much faster than placing individual :ref:" -"`Sprite2D ` nodes one by one. Second, they allow for much " -"larger levels because they are optimized for drawing large numbers of tiles. " -"Finally, you can add collision, occlusion, and navigation shapes to tiles, " -"adding greater functionality to the TileMap." -msgstr "" - -msgid "" -"Godot 4.0 has moved several per-tile properties, such as tile rotation, from " -"TileMap to TileSet. Individual tiles can no longer be rotated while in the " -"TileMap editor. Instead, the TileSet editor must be used to create " -"alternative rotated tiles." -msgstr "" - -msgid "" -"This change allows for greater design consistency, as not every tile needs " -"to be rotated or flipped within a TileSet." -msgstr "" - -msgid "Specifying the TileSet in the TileMap" -msgstr "" - -msgid "" -"If you've followed the previous page on :ref:`doc_using_tilesets`, you " -"should have a TileSet resource that is built-in to the TileMap node. This is " -"good for prototyping, but in a real world project, you will generally have " -"multiple levels reusing the same tileset." -msgstr "" - -msgid "" -"The recommended way to reuse the same TileSet in several TileMap nodes is to " -"save the TileSet to an external resource. To do so, click the dropdown next " -"to the TileSet resource and choose **Save**:" -msgstr "" - -msgid "Saving the built-in TileSet resource to an external resource file" -msgstr "" - -#, fuzzy -msgid "Creating TileMap layers" -msgstr "Polygonien luonti" - -msgid "" -"As of Godot 4.0, you can place several *layers* in a single TileMap node. " -"For example, this allows you to distinguish foreground tiles from background " -"tiles for better organization. You can place one tile per layer at a given " -"location, which allows you to overlap several tiles together if you have " -"more than one layer." -msgstr "" - -msgid "" -"By default, a TileMap node automatically has one premade layer. You do not " -"have to create additional layers if you only need a single layer, but if you " -"wish to do so now, select the TileMap node and unfold the **Layers** section " -"in the inspector:" -msgstr "" - -msgid "" -"Creating layers in a TileMap node (example with \"background\" and " -"\"foreground\")" -msgstr "" - -msgid "Each layer has several properties you can adjust:" -msgstr "" - -msgid "" -"**Name:** A human-readable name to display in the TileMap editor. This can " -"be something like \"background\", \"buildings\", \"vegetation\", etc." -msgstr "" - -msgid "" -"**Enabled:** If ``true``, the layer is visible in the editor and when " -"running the project." -msgstr "" - -msgid "" -"**Modulate:** The color to use as a multiplier for all tiles on the layer. " -"This is also multiplied with the per-tile **Modulate** property and the " -"TileMap node's **Modulate** property. For example, you can use this to " -"darken background tiles to make foreground tiles stand out more." -msgstr "" - -msgid "" -"**Y Sort Enabled:** If ``true``, sorts tiles based on their Y position on " -"the TileMap. This can be used to prevent sorting issues with certain tile " -"setups, especially with isometric tiles." -msgstr "" - -msgid "" -"**Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in " -"pixels). Only effective if **Y Sort Enabled** is ``true``." -msgstr "" - -msgid "" -"**Z Index:** Controls whether this layer is drawn in front of or behind " -"other TileMap layers. This value can be positive or negative; the layer with " -"the highest Z Index is drawn on top of other layers. If several layers have " -"an equal Z Index property, the layer that is *last* in the list of layers " -"(the one which appears at the bottom in the list) is drawn on top." -msgstr "" - -msgid "" -"You can reorder layers by drag-and-dropping the \"three horizontal bars\" " -"icon on the left of the entries in the **Layers** section." -msgstr "" - -msgid "" -"You can create, rename or reorder layers in the future without affecting " -"existing tiles. Be careful though, as *removing* a layer will also remove " -"all tiles that were placed on the layer." -msgstr "" - -#, fuzzy -msgid "Opening the TileMap editor" -msgstr "Sisäänrakennettu teemaeditori" - -msgid "" -"Select the TileMap node, then open the TileMap panel at the bottom of the " -"editor:" -msgstr "" - -msgid "" -"Opening the TileMap panel at the bottom of the editor. The TileMap node must " -"be selected first." -msgstr "" - -msgid "Selecting tiles to use for painting" -msgstr "" - -msgid "" -"First, if you've created additional layers above, make sure you've selected " -"the layer you wish to paint on:" -msgstr "" - -msgid "Selecting a layer to paint on in the TileMap editor" -msgstr "" - -msgid "" -"In the 2D editor, the layers you aren't currently editing from the same " -"TileMap node will appear grayed out while in the TileMap editor. You can " -"disable this behavior by clicking the icon next to the layer selection menu " -"(**Highlight Selected TileMap Layer** tooltip)." -msgstr "" - -msgid "" -"You can skip the above step if you haven't created additional layers, as the " -"first layer is automatically selected when entering the TileMap editor." -msgstr "" - -msgid "" -"Before you can place tiles in the 2D editor, you must select one or more " -"tiles in the TileMap panel located at the bottom of the editor. To do so, " -"click a tile in the TileMap panel, or hold down the mouse button to select " -"multiple tiles:" -msgstr "" - -msgid "Selecting a tile in the TileMap editor by clicking it" -msgstr "" - -msgid "" -"Like in the 2D and TileSet editors, you can pan across the TileMap panel " -"using the middle or right mouse buttons, and zoom using the mouse wheel or " -"buttons in the top-left corner." -msgstr "" - -msgid "" -"You can also hold down :kbd:`Shift` to append to the current selection. When " -"selecting more than one tile, multiple tiles will be placed every time you " -"perform a painting operation. This can be used to paint structures composed " -"of multiple tiles in a single click (such as large platforms or trees)." -msgstr "" - -msgid "" -"The final selection does not have to be contiguous: if there is empty space " -"between selected tiles, it will be left empty in the pattern that will be " -"painted in the 2D editor." -msgstr "" - -msgid "" -"Selecting multiple tiles in the TileMap editor by holding down the left " -"mouse button" -msgstr "" - -msgid "" -"If you've created alternative tiles in your TileSet, you can select them for " -"painting on the right of the base tiles:" -msgstr "" - -#, fuzzy -msgid "Selecting an alternative tile in the TileMap editor" -msgstr "Signaalien yhdistäminen koodin kautta" - -msgid "" -"Lastly, if you've created a *scenes collection* in the TileSet, you can " -"place scene tiles in the TileMap:" -msgstr "" - -msgid "Placing a scene tile containing particles using the TileMap editor" -msgstr "" - -#, fuzzy -msgid "Painting modes and tools" -msgstr "Ilmentymien muokkaus" - -msgid "" -"Using the toolbar at the top of the TileMap editor, you can choose between " -"several painting modes and tools. These modes affect operation when clicking " -"in the 2D editor, **not** the TileMap panel itself." -msgstr "" - -msgid "From left to right, the painting modes and tools you can choose are:" -msgstr "" - -#, fuzzy -msgid "Selection" -msgstr "Leikkaa valinta" - -msgid "" -"Select tiles by clicking a single tile, or by holding down the left mouse " -"button to select multiple with a rectangle in the 2D editor. Note that empty " -"space cannot be selected: if you create a rectangle selection, only non-" -"empty tiles will be selected." -msgstr "" - -msgid "" -"To append to the current selection, hold :kbd:`Shift` then select a tile. To " -"remove from the current selection, hold :kbd:`Ctrl` then select a tile." -msgstr "" - -msgid "" -"The selection can then be used in any other painting mode to quickly create " -"copies of an already-placed pattern." -msgstr "" - -msgid "" -"While in Selection mode, you can't place new tiles, but you can still erase " -"tiles by right-clicking after making a selection. The whole selection will " -"be erased, regardless of where you click in the selection." -msgstr "" - -msgid "" -"You can toggle this mode temporarily while in Paint mode by holding :kbd:" -"`Ctrl` then performing a selection." -msgstr "" - -msgid "" -"You can copy and paste tiles that were already placed by performing a " -"selection, pressing :kbd:`Ctrl + C` then pressing :kbd:`Ctrl + V`. The " -"selection will be pasted after left-clicking. You can press :kbd:`Ctrl + V` " -"another time to perform more copies this way. Right-click or press :kbd:" -"`Escape` to cancel pasting." -msgstr "" - -#, fuzzy -msgid "Paint" -msgstr "Maalaa laatta" - -msgid "" -"The standard Paint mode allows you to place tiles by clicking or holding " -"down the left mouse button." -msgstr "" - -msgid "" -"If you right-click, the currently selected tile will be erased from the " -"tilemap. In other words, it will be replaced by empty space." -msgstr "" - -msgid "" -"If you have selected multiple tiles in the TileMap or using the Selection " -"tool, they will be placed every time you click or drag the mouse while " -"holding down the left mouse button." -msgstr "" - -msgid "" -"While in Paint mode, you can draw a line by holding :kbd:`Shift` *before* " -"holding down the left mouse button, then dragging the mouse to the line's " -"end point. This is identical to using the Line tool described below." -msgstr "" - -msgid "" -"You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift` " -"*before* holding down the left mouse button, then dragging the mouse to the " -"rectangle's end point. This is identical to using the Rectangle tool " -"described below." -msgstr "" - -msgid "" -"Lastly, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl` " -"then clicking on a tile (or holding and dragging the mouse). This will " -"switch the currently painted tile(s) to the tile(s) you've just clicked. " -"This is identical to using the Picker tool described below." -msgstr "" - -msgid "Line" -msgstr "" - -msgid "" -"After selecting Line Paint mode, you can draw in a line that is always 1 " -"tile thick (no matter its orientation)." -msgstr "" - -msgid "If you right-click while in Line Paint mode, you will erase in a line." -msgstr "" - -msgid "" -"If you have selected multiple tiles in the TileMap or using the Selection " -"tool, you can place them in a repeating pattern across the line." -msgstr "" - -msgid "" -"You can toggle this mode temporarily while in Paint or Eraser mode by " -"holding :kbd:`Shift` then drawing." -msgstr "" - -msgid "" -"Using the line tool after selecting two tiles to draw platforms diagonally" -msgstr "" - -msgid "Rectangle" -msgstr "" - -msgid "" -"After selecting Rectangle Paint mode, you can draw in an axis-aligned " -"rectangle." -msgstr "" - -msgid "" -"If you right-click while in Rectangle Paint mode, you will erase in an axis-" -"aligned rectangle." -msgstr "" - -msgid "" -"If you have selected multiple tiles in the TileMap or using the Selection " -"tool, you can place them in a repeating pattern within the rectangle." -msgstr "" - -msgid "" -"You can toggle this mode temporarily while in Paint or Eraser mode by " -"holding :kbd:`Ctrl` and :kbd:`Shift` then drawing." -msgstr "" - -msgid "Bucket Fill" -msgstr "Täyttö" - -msgid "" -"After selecting Bucket Fill mode, you can choose whether painting should be " -"limited to contiguous areas only by toggling the **Contiguous** checkbox " -"that appears on the right of the toolbar." -msgstr "" - -msgid "" -"If you enable **Contiguous** (the default), only matching tiles that touch " -"the current selection will be replaced. This contiguous check is performed " -"horizontally and vertically, but *not* diagonally." -msgstr "" - -msgid "" -"If you disable **Contiguous**, all tiles with the same ID in the entire " -"TileMap will be replaced by the currently selected tile. If selecting an " -"empty tile with **Contiguous** unchecked, all tiles in the rectangle that " -"encompasses the TileMap's effective area will be replaced instead." -msgstr "" - -msgid "" -"If you right-click while in Bucket Fill mode, you will replace matching " -"tiles with empty tiles." -msgstr "" - -msgid "" -"If you have selected multiple tiles in the TileMap or using the Selection " -"tool, you can place them in a repeating pattern within the filled area." -msgstr "" - -#, fuzzy -msgid "Using the Bucket Fill tool" -msgstr "SurfaceTool käyttö" - -#, fuzzy -msgid "Picker" -msgstr "Väriavaruus" - -msgid "" -"After selecting Picker mode, you can pick existing tiles in the 2D editor by " -"holding :kbd:`Ctrl` then clicking on a tile. This will switch the currently " -"painted tile to the tile you've just clicked. You can also pick multiple " -"tiles at once by holding down the left mouse button and forming a rectangle " -"selection. Only non-empty tiles can be picked." -msgstr "" - -msgid "" -"You can toggle this mode temporarily while in Paint mode by holding :kbd:" -"`Ctrl` then clicking or dragging the mouse." -msgstr "" - -msgid "Eraser" -msgstr "" - -msgid "" -"This mode is combined with any other painting mode (Paint, Line, Rectangle, " -"Bucket Fill). When eraser mode is enabled, tiles will be replaced by empty " -"tiles instead of drawing new lines when left-clicking." -msgstr "" - -msgid "" -"You can toggle this mode temporarily while in any other mode by right-" -"clicking instead of left-clicking." -msgstr "" - -#, fuzzy -msgid "Painting randomly using scattering" -msgstr "Puun luonti" - -msgid "" -"While painting, you can optionally enable *randomization*. When enabled, a " -"random tile will be chosen between all the currently selected tiles when " -"painting. This is supported with the Paint, Line, Rectangle and Bucket Fill " -"tools. For effective paint randomization, you must select multiple tiles in " -"the TileMap editor or use scattering (both approaches can be combined)." -msgstr "" - -msgid "" -"If **Scattering** is set to a value greater than 0, there is a chance that " -"no tile will be placed when painting. This can be used to add occasional, " -"non-repeating detail to large areas (such as adding grass or crumbs on a " -"large top-down TileMap)." -msgstr "" - -msgid "Example when using Paint mode:" -msgstr "" - -msgid "" -"Selecting from several times to randomly choose, then painting by holding " -"down the left mouse button" -msgstr "" - -msgid "Example when using Bucket Fill mode:" -msgstr "" - -msgid "" -"Using Bucket Fill tool with a single tile, but with randomization and " -"scattering enabled" -msgstr "" - -msgid "" -"Eraser mode does not take randomization and scattering into account. All " -"tiles within the selection are always removed." -msgstr "" - -msgid "Saving and loading premade tile placements using patterns" -msgstr "" - -msgid "" -"While you can copy and paste tiles while in Select mode, you may wish to " -"save premade *patterns* of tiles to place together in a go. This can be done " -"on a per-TileMap basis by choosing the **Patterns** tab of the TileMap " -"editor." -msgstr "" - -msgid "" -"To create a new pattern, switch to Select mode, perform a selection and " -"press :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue " -"focus rectangle should appear around the empty space), then press :kbd:`Ctrl " -"+ V`:" -msgstr "" - -msgid "Creating a new pattern from a selection in the TileMap editor" -msgstr "" - -msgid "" -"To use an existing pattern, click its image in the **Patterns** tab, switch " -"to any painting mode, then left-click somewhere in the 2D editor:" -msgstr "" - -msgid "Placing an existing pattern using the TileMap editor" -msgstr "" - -msgid "" -"Like multi-tile selections, patterns will be repeated if used with the Line, " -"Rectangle or Bucket Fill painting modes." -msgstr "" - -msgid "" -"Despite being edited in the TileMap editor, patterns are stored in the " -"TileSet resource. This allows reusing patterns in different TileMap nodes " -"after loading a TileSet resource saved to an external file." -msgstr "" - -msgid "Handling tile connections automatically using terrains" -msgstr "" - -msgid "" -"To use terrains, the TileMap node must feature at least one terrain set and " -"a terrain within this terrain set. See :ref:" -"`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain " -"set for the TileSet yet." -msgstr "" - -#, fuzzy -msgid "There are 3 kinds of painting modes available for terrain connections:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"**Connect**, where tiles are connected to surrounding tiles on the same " -"TileMap layer." -msgstr "" - -msgid "" -"**Path**, where tiles are connected to tiles painted in the same stroke " -"(until the mouse button is released)." -msgstr "" - -msgid "" -"Tile-specific overrides to resolve conflicts or handle situations not " -"covered by the terrain system." -msgstr "" - -msgid "" -"The Connect mode is easier to use, but Path is more flexible as it allows " -"for more artist control during painting. For instance, Path can allow roads " -"to be directly adjacent to each other without being connected to each other, " -"while Connect will force both roads to be connected." -msgstr "" - -msgid "Selecting Connect mode in the TileMap editor's Terrains tab" -msgstr "" - -msgid "Selecting Path mode in the TileMap editor's Terrains tab" -msgstr "" - -msgid "" -"Lastly, you can select specific tiles from the terrain to resolve conflicts " -"in certain situations:" -msgstr "" - -msgid "Painting with specific tiles in the TileMap editor's Terrains tab" -msgstr "" - -msgid "" -"Any tile that has at least one of its bits set to a value set to the " -"corresponding terrain ID will appear in the list of tiles to choose from." -msgstr "" - -#, fuzzy -msgid "Handling missing tiles" -msgstr "Kuvasuhteiden käsittely" - -msgid "" -"If you remove tiles in the TileSet that are referenced in a TileMap, the " -"TileMap will display a placeholder to indicate that an invalid tile ID is " -"placed:" -msgstr "" - -msgid "" -"Missing tiles in the TileMap editor due to the TileSet reference being broken" -msgstr "" - -msgid "" -"These placeholders are **not** visible in the running project, but the tile " -"data is still persisted to disk. This allows you to safely close and reopen " -"such scenes. Once you re-add a tile with the matching ID, the tiles will " -"appear with the new tile's appearance." -msgstr "" - -msgid "" -"Missing tile placeholders may not be visible until you select the TileMap " -"node and open the TileMap editor." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilesets.po deleted file mode 100644 index 55c69f474e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ /dev/null @@ -1,817 +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 , 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 \n" -"Language-Team: LANGUAGE \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 TileSets" -msgstr "Välilyöntien käyttö" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"A tilemap is a grid of tiles used to create a game's layout. There are " -"several benefits to using :ref:`TileMap ` nodes to design " -"your levels. First, they let you draw a layout by \"painting\" tiles onto a " -"grid, which is much faster than placing individual :ref:`Sprite2D " -"` nodes one by one. Second, they allow for larger levels " -"because they are optimized for drawing large numbers of tiles. Finally, they " -"allow you to add greater functionality to your tiles with collision, " -"occlusion, and navigation shapes." -msgstr "" - -msgid "" -"To use tilemaps, you will need to create a TileSet first. A TileSet is a " -"collection of tiles that can be placed in a TileMap node. After creating a " -"TileSet, you will be able to place them :ref:`using the TileMap editor " -"`." -msgstr "" - -msgid "" -"To follow this guide, you will need an image containing your tiles where " -"every tile has the same size (large objects can be split into several " -"tiles). This image is called a *tilesheet*. Tiles do not have to be square: " -"they can be rectangular, hexagonal, or isometric (pseudo-3D perspective)." -msgstr "" - -#, fuzzy -msgid "Creating a new TileSet" -msgstr "TileSet-solmun luonti" - -#, fuzzy -msgid "Using a tilesheet" -msgstr "Välilyöntien käyttö" - -msgid "" -"This demonstration will use the following tiles taken from `Kenney's " -"\"Abstract Platformer\" pack `__. We'll use this particular *tilesheet* from the set:" -msgstr "" - -msgid "Tilesheet example with 64×64 tiles" -msgstr "" - -msgid "" -"Tilesheet with 64×64 tiles. Credit: `Kenney `__" -msgstr "" - -msgid "" -"Create a new **TileMap** node, then select it and create a new TileSet " -"resource in the inspector:" -msgstr "" - -msgid "Creating a new TileSet resource within the TileMap node" -msgstr "" - -msgid "" -"After creating the TileSet resource, click the value to unfold it in the " -"inspector. The default tile shape is Square, but you can also choose " -"Isometric, Half-Offset Square or Hexagon (depending on the shape of your " -"tile images). If using a tile shape other than Square, you may also need to " -"adjust the **Tile Layout** and **Tile Offset Axis** properties. Lastly, " -"enabling the **Rendering > UV Clipping** property may be useful if you wish " -"tiles to be clipped by their tile coordinates. This ensures tiles cannot " -"draw outside their allocated area on the tilesheet." -msgstr "" - -msgid "" -"Set the tile size to 64×64 in the inspector to match the example tilesheet:" -msgstr "" - -msgid "Setting the tile size to 64×64 to match the example tilesheet" -msgstr "" - -msgid "" -"If relying on automatic tiles creation (like we're about to do here), you " -"must set the tile size **before** creating the *atlas*. The atlas will " -"determine which tiles from the tilesheet can be added to a TileMap node (as " -"not every part of the image may be a valid tile)." -msgstr "" - -msgid "" -"Open the **TileSet** panel at the bottom of the editor, then click the \"+\" " -"icon in the bottom-left corner to add a new atlas:" -msgstr "" - -msgid "Creating a new atlas in a TileSet resource using the bottom panel" -msgstr "" - -msgid "" -"After creating an atlas, you must assign a tilesheet texture to it. This can " -"be done by choosing it on the left column of the bottom panel, then clicking " -"the value of the **Texture** property and choosing **Quick Load** (or " -"**Load**). Specify the path to the image file using the file dialog that " -"appears." -msgstr "" - -msgid "Loading a tilesheet image in the newly created TileSet atlas" -msgstr "" - -msgid "" -"After specifying a valid image, you will be asked whether to create tiles " -"automatically. Answer **Yes**:" -msgstr "" - -msgid "Automatically creating tiles based on tilesheet image content" -msgstr "" - -msgid "" -"This will automatically create tiles according to the tile size you " -"specified earlier in the TileSet resource. This greatly speeds up initial " -"tile setup." -msgstr "" - -msgid "" -"When using automatic tile generation based on image contents, parts of the " -"tilesheet that are *fully* transparent will not have tiles generated." -msgstr "" - -msgid "" -"If there are tiles from the tilesheet you do not wish to be present in " -"atlas, choose the Eraser tool at the top of the tileset preview, then click " -"the tiles you wish to remove:" -msgstr "" - -msgid "Using the Eraser tool to remove unwanted tiles from the TileSet atlas" -msgstr "" - -msgid "" -"You can also right-click a tile and choose **Delete**, as an alternative to " -"the Eraser tool." -msgstr "" - -msgid "" -"Like in the 2D and TileMap editors, you can pan across the TileSet panel " -"using the middle or right mouse buttons, and zoom using the mouse wheel or " -"buttons in the top-left corner." -msgstr "" - -msgid "" -"If you wish to source tiles from several tilesheet images for a single " -"TileSet, create additional atlases and assign textures to each of them " -"before continuing. It is also possible to use one image per tile this way " -"(although using tilesheets is recommended for better usability)." -msgstr "" - -msgid "You can adjust properties for the atlas in the middle column:" -msgstr "" - -msgid "" -"Adjusting TileSet atlas properties in the dedicated inspector (part of the " -"TileSet panel)" -msgstr "" - -msgid "The following properties can be adjusted on the atlas:" -msgstr "" - -msgid "**ID:** The identifier (unique within this TileSet), used for sorting." -msgstr "" - -msgid "" -"**Name:** The human-readable name for the atlas. Use a descriptive name here " -"for organizational purposes (such as \"terrain\", \"decoration\", etc)." -msgstr "" - -msgid "" -"**Margins:** The margins on the image's edges that should not be selectable " -"as tiles (in pixels). Increasing this can be useful if you download a " -"tilesheet image that has margins on the edges (e.g. for attribution)." -msgstr "" - -msgid "" -"**Separation:** The separation between each tile on the atlas in pixels. " -"Increasing this can be useful if the tilesheet image you're using contains " -"guides (such as outlines between every tile)." -msgstr "" - -msgid "" -"**Texture Region Size:** The size of each tile on the atlas in pixels. In " -"most cases, this should match the tile size defined in the TileMap property " -"(although this is not strictly necessary)." -msgstr "" - -msgid "" -"**Use Texture Padding:** If checked, adds a 1-pixel transparent edge around " -"each tile to prevent texture bleeding when filtering is enabled. It's " -"recommended to leave this enabled unless you're running into rendering " -"issues due to texture padding." -msgstr "" - -msgid "" -"Note that changing texture margin, separation and region size may cause " -"tiles to be lost (as some of them would be located outside the atlas image's " -"coordinates). To regenerate tiles automatically from the tilesheet, use the " -"three vertical dots menu button at the top of the TileSet editor and choose " -"**Create Tiles in Non-Transparent Texture Regions**:" -msgstr "" - -msgid "Recreating tiles automatically after changing atlas properties" -msgstr "" - -msgid "Using a collection of scenes" -msgstr "" - -msgid "" -"Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to " -"use any collection of nodes as a tile. For example, you could use scene " -"tiles to place gameplay elements, such as shops the player may be able to " -"interact with. You could also use scene tiles to place AudioStreamPlayer2Ds " -"(for ambient sounds), particle effects, and more." -msgstr "" - -msgid "" -"Scene tiles come with a greater performance overhead compared to atlases, as " -"every scene is instanced individually for every placed tile." -msgstr "" - -msgid "" -"It's recommended to use only scene tiles when necessary. To draw sprites in " -"a tile without any kind of advanced manipulation, :ref:`use atlases instead " -"`." -msgstr "" - -msgid "" -"For this example, we'll create a scene containing a CPUParticles2D root " -"node. Save this scene to a scene file (separate from the scene containing " -"the TileMap), then switch to the scene containing the TileMap node. Open the " -"TileSet editor, and create a new **Scenes Collection** in the left column:" -msgstr "" - -#, fuzzy -msgid "Creating a scenes collection in the TileSet editor" -msgstr "Signaalien yhdistäminen koodin kautta" - -msgid "" -"After creating a scenes collection, you can enter a descriptive name for the " -"scenes collection in the middle column if you wish. Select this scenes " -"collection then create a new scene slot:" -msgstr "" - -msgid "" -"Creating a scene tile after selecting the scenes collection in the TileSet " -"editor" -msgstr "" - -msgid "" -"Select this scene slot in the right column, then use **Quick Load** (or " -"**Load**) to load the scene file containing the particles:" -msgstr "" - -msgid "" -"Creating a scene slot, then loading a scene file into it in the TileSet " -"editor" -msgstr "" - -msgid "" -"You now have a scene tile in your TileSet. Once you switch to the TileMap " -"editor, you'll be able to select it from the scenes collection and paint it " -"like any other tile." -msgstr "" - -msgid "Merging several atlases into a single atlas" -msgstr "" - -msgid "" -"Using multiple atlases within a single TileSet resource can sometimes be " -"useful, but it can also be cumbersome in certain situations (especially if " -"you're using one image per tile). Godot allows you to merge several atlases " -"into a single atlas for easier organization." -msgstr "" - -msgid "" -"To do so, you must have more than one atlas created in the TileSet resource. " -"Use the \"three vertical dots\" menu button located at the bottom of the " -"list of atlases, then choose **Open Atlas Merging Tool**:" -msgstr "" - -msgid "Opening the atlas merging tool after creating multiple atlases" -msgstr "" - -msgid "" -"This will open a dialog, in which you can select several atlases by holding :" -"kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" -msgstr "" - -msgid "Using the atlas merging tool dialog" -msgstr "" - -msgid "" -"Choose **Merge** to merge the selected atlases into a single atlas image " -"(which translates to a single atlas within the TileSet). The unmerged " -"atlases will be removed within the TileSet, but *the original tilesheet " -"images will be kept on the filesystem*. If you don't want the unmerged " -"atlases to be removed from the TileSet resource, choose **Merge (Keep " -"Original Atlases)** instead." -msgstr "" - -msgid "" -"TileSet features a system of *tile proxies*. Tile proxies are a mapping " -"table that allows notifying the TileMap using a given TileSet that a given " -"set of tile identifiers should be replaced by another one." -msgstr "" - -msgid "" -"Tile proxies are automatically set up when merging different atlases, but " -"they can also be set manually thanks to the **Manage Tile Proxies** dialog " -"you can access using the \"three vertical dots\" menu mentioned above." -msgstr "" - -msgid "" -"Manually creating tile proxies may be useful when you changed an atlas ID or " -"want to replace all tiles from an atlas by the ones from another atlas. Note " -"that when editing a TileMap, you can replace all cells by their " -"corresponding mapped value." -msgstr "" - -msgid "Adding collision, navigation and occlusion to the TileSet" -msgstr "" - -msgid "" -"We've now successfully created a basic TileSet. We could start using in the " -"TileMap node now, but it currently lacks any form of collision detection. " -"This means the player and other objects could walk straight through the " -"floor or walls." -msgstr "" - -msgid "" -"If you use :ref:`2D navigation `, you'll also " -"need to define navigation polygons for tiles to generate a navigation mesh " -"that agents can use for pathfinding." -msgstr "" - -msgid "" -"Lastly, if you use :ref:`doc_2d_lights_and_shadows` or GPUParticles2D, you " -"may also want your TileSet to be able to cast shadows and collide with " -"particles. This requires defining occluder polygons for \"solid\" tiles on " -"the TileSet." -msgstr "" - -msgid "" -"To be able to define collision, navigation and occlusion shapes for each " -"tile, you will need to create a physics, navigation or occlusion layer for " -"the TileSet resource first. To do so, select the TileMap node, click the " -"TileSet property value in the inspector to edit it then unfold **Physics " -"Layers** and choose **Add Element**:" -msgstr "" - -msgid "" -"Creating a physics layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" - -msgid "" -"If you also need navigation support, now is a good time to create a " -"navigation layer:" -msgstr "" - -msgid "" -"Creating a navigation layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" - -msgid "" -"If you need support for light polygon occluders, now is a good time to " -"create an occlusion layer:" -msgstr "" - -msgid "" -"Creating an occlusion layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" - -msgid "" -"Future steps in this tutorial are tailored to creating collision polygons, " -"but the procedure for navigation and occlusion is very similar. Their " -"respective polygon editors behave in the same way, so these steps are not " -"repeated for brevity." -msgstr "" - -msgid "" -"The only caveat is that the tile's occlusion polygon property is part of a " -"**Rendering** subsection in the atlas inspector. Make sure to unfold this " -"section so you can edit the polygon." -msgstr "" - -msgid "" -"After creating a physics layer, you have access to the **Physics Layer** " -"section in the TileSet atlas inspector:" -msgstr "" - -msgid "Opening the collision editor while in Select mode" -msgstr "" - -msgid "" -"You can quickly create a rectangle collision shape by pressing :kbd:`F` " -"while the TileSet editor is focused. If the keyboard shortcut doesn't work, " -"try clicking in the empty area around the polygon editor to focus it:" -msgstr "" - -msgid "Using default rectangle collision shape by pressing :kbd:`F`" -msgstr "" - -msgid "" -"In this tile collision editor, you have access to all the 2D polygon editing " -"tools:" -msgstr "" - -msgid "" -"Use the toolbar above the polygon to toggle between creating a new polygon, " -"editing an existing polygon and removing points on the polygon. The \"three " -"vertical dots\" menu button offers additional options, such as rotating and " -"flipping the polygon." -msgstr "" - -msgid "Create new points by clicking and dragging a line between two points." -msgstr "" - -msgid "" -"Remove a point by right-clicking it (or using the Remove tool described " -"above and left-clicking)." -msgstr "" - -msgid "" -"Pan in the editor by middle-clicking or right-clicking. (Right-click panning " -"can only be used in areas where there is no point nearby.)" -msgstr "" - -msgid "" -"You can use the default rectangle shape to quickly create a triangle-shaped " -"collision shape by removing one of the points:" -msgstr "" - -msgid "" -"Creating a triangle collision shape by right-clicking one of the corners to " -"remove it" -msgstr "" - -msgid "" -"You can also use the rectangle as a base for more complex shapes by adding " -"more points:" -msgstr "" - -msgid "Drawing a custom collision for a complex tile shape" -msgstr "" - -msgid "" -"If you have a large tileset, specifying the collision for each tile " -"individually could take a lot of time. This is especially true as TileMaps " -"tend to have many tiles with common collision patterns (such as solid blocks " -"or 45-degree slopes). To apply a similar collision shape to several tiles " -"quickly, use functionality to :ref:`assign properties to multiple tiles at " -"once `." -msgstr "" - -msgid "Assigning custom metadata to the TileSet's tiles" -msgstr "" - -msgid "" -"You can assign custom data on a per-tile basis using *custom data layers*. " -"This can be useful to store information specific to your game, such as the " -"damage that a tile should deal when the player touches it, or whether a tile " -"can be destroyed using a weapon." -msgstr "" - -msgid "" -"The data is associated with the tile in the TileSet: all instances of the " -"placed tile will use the same custom data. If you need to create a variant " -"of a tile that has different custom data, this can be done by :ref:`creating " -"an alternative tile ` and " -"changing the custom data for the alternative tile only." -msgstr "" - -msgid "" -"Creating a custom data layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" - -msgid "Example of configured custom data layers with game-specific properties" -msgstr "" - -msgid "" -"You can reorder custom data without breaking existing metadata: the TileSet " -"editor will update automatically after reordering custom data properties." -msgstr "" - -msgid "" -"Note that in the editor, property names do not appear (only their index, " -"which matches the order in which they are defined). For example, with the " -"custom data layers example shown above, we're assigning a tile to have the " -"``damage_per_second`` metadata set to ``25`` and the ``destructible`` " -"metadata to ``false``:" -msgstr "" - -msgid "Editing custom data in the TileSet editor while in Select mode" -msgstr "" - -msgid "" -":ref:`Tile property painting " -"` can also be used for " -"custom data:" -msgstr "" - -msgid "" -"Assigning custom data in the TileSet editor using tile property painting" -msgstr "" - -#, fuzzy -msgid "Creating terrain sets (autotiling)" -msgstr "Luurangon luonti" - -msgid "" -"This functionality was implemented in a different form as *autotiling* in " -"Godot 3.x. Terrains are essentially a more powerful replacement of " -"autotiles. Unlike autotiles, terrains can support transitions from one " -"terrain to another, as a tile may define several terrains at once." -msgstr "" - -msgid "" -"Unlike before, where autotiles were a specific kind of tiles, terrains are " -"only a set of properties assigned to atlas tiles. These properties are then " -"used by a dedicated TileMap painting mode that selects tiles featuring " -"terrain data in a smart way. This means any terrain tile can be either " -"painted as terrain or as a single tile, like any other." -msgstr "" - -msgid "" -"A \"polished\" tileset generally features variations that you should use on " -"corners or edges of platforms, floors, etc. While these can be placed " -"manually, this quickly becomes tedious. Handling this situation with " -"procedurally generated levels can also be difficult and require a lot of " -"code." -msgstr "" - -msgid "" -"Godot offers *terrains* to perform this kind of tile connections " -"automatically. This allows you to have the \"correct\" tile variants " -"automatically used." -msgstr "" - -msgid "" -"Terrains are grouped into terrain sets. Each terrain set is assigned a mode " -"from **Match Corners and Sides**, **Match Corners** and **Match sides**. " -"They define how terrains are matched to each other in a terrain set." -msgstr "" - -msgid "" -"The above modes correspond to the previous bitmask modes autotiles used in " -"Godot 3.x: 2×2, 3×3 or 3×3 minimal. This is also similar to what the `Tiled " -"`__ editor features." -msgstr "" - -msgid "" -"Select the TileMap node, go to the inspector and create a new terrain set " -"within the TileSet *resource*:" -msgstr "" - -msgid "" -"Creating a terrain set in the TileSet resource inspector (within the TileMap " -"node)" -msgstr "" - -msgid "" -"After creating a terrain set, you **must** create one or more terrains " -"*within* the terrain set:" -msgstr "" - -#, fuzzy -msgid "Creating a terrain within the terrain set" -msgstr "Ilmentymien luonti signaaleilla" - -msgid "" -"In the TileSet editor, switch to Select mode and click a tile. In the middle " -"column, unfold the **Terrains** section then assign a terrain set ID and a " -"terrain ID for the tile. ``-1`` means \"no terrain set\" or \"no terrain\", " -"which means you must set **Terrain Set** to ``0`` or greater before you can " -"set **Terrain** to ``0`` or greater." -msgstr "" - -msgid "" -"Terrain set IDs and terrain IDs are independent from each other. They also " -"start from ``0``, not ``1``." -msgstr "" - -msgid "" -"Configuring terrain on a single tile in the TileSet editor's Select mode" -msgstr "" - -msgid "" -"After doing so, you can now configure the **Terrain Peering Bits** section " -"which becomes visible in the middle column. The peering bits determine which " -"tile will be placed depending on neighboring tiles. ``-1`` is a special " -"value which refers to empty space." -msgstr "" - -msgid "" -"For example, if a tile has all its bits set to ``0`` or greater, it will " -"only appear if *all* 8 neighboring tiles are using a tile with the same " -"terrain ID. If a tile has its bits set to ``0`` or greater, but the top-" -"left, top and top-right bits are set to ``-1``, it will only appear if there " -"is empty space on top of it (including diagonally)." -msgstr "" - -msgid "" -"Configuring terrain peering bits on a single tile in the TileSet editor's " -"Select mode" -msgstr "" - -msgid "An example configuration for a full tilesheet may look as follows:" -msgstr "" - -msgid "Example full tilesheet for a sidescrolling game" -msgstr "" - -msgid "" -"Example full tilesheet for a sidescrolling game with terrain peering bits " -"visible" -msgstr "" - -msgid "Assigning properties to multiple tiles at once" -msgstr "" - -msgid "" -"There are two ways to assign properties to multiple tiles at once. Depending " -"on your use cases, one method may be faster than the other:" -msgstr "" - -#, fuzzy -msgid "Using multiple tile selection" -msgstr "Luurangon siivoaminen" - -msgid "" -"If you wish to configure various properties on several times at once, choose " -"the **Select** mode at the top of the TileSet editor:" -msgstr "" - -msgid "" -"After doing this, you can select multiple tiles on the right column by " -"holding :kbd:`Shift` then clicking on tiles. You can also perform rectangle " -"selection by holding down the left mouse button then dragging the mouse. " -"Lastly, you can deselect tiles that were already selected (without affecting " -"the rest of the selection) by holding :kbd:`Shift` then clicking on a " -"selected tile." -msgstr "" - -msgid "" -"You can then assign properties using the inspector in the middle column of " -"the TileSet editor. Only properties that you change here will be applied to " -"all selected tiles. Like in the editor's inspector, properties that differ " -"on selected tiles will remain different until you edit them." -msgstr "" - -msgid "" -"With numerical and color properties, you will also see a preview of the " -"property's value on all tiles in the atlas after editing a property:" -msgstr "" - -msgid "" -"Selecting multiple tiles using the Select mode, then applying properties" -msgstr "" - -#, fuzzy -msgid "Using tile property painting" -msgstr "Virtuaalifunktion ylikirjoitus" - -msgid "" -"If you wish to apply a single property to several tiles at once, you can use " -"the *property painting* mode for this purpose." -msgstr "" - -msgid "" -"Configure a property to be painted in the middle column, then click on tiles " -"(or hold down the left mouse button) in the right column to \"paint\" " -"properties onto tiles." -msgstr "" - -#, fuzzy -msgid "Painting tile properties using the TileSet editor" -msgstr "Sisäänrakennettu teemaeditori." - -msgid "" -"Tile property painting is especially useful with properties that are time-" -"consuming to set manually, such as collision shapes:" -msgstr "" - -msgid "Painting a collision polygon, then left-clicking tiles to apply it" -msgstr "" - -#, fuzzy -msgid "Creating alternative tiles" -msgstr "Puun luonti" - -msgid "" -"Sometimes, you want to use a single tile image (found only once within the " -"atlas), but configured in different ways. For example, you may want to use " -"the same tile image, but rotated, flipped, or modulated with a different " -"color. This can be done using *alternative tiles*." -msgstr "" - -msgid "" -"To create an alternative tile, right-click a base tile in the atlas " -"displayed by the TileSet editor, then choose **Create an Alternative Tile**:" -msgstr "" - -msgid "" -"Creating an alternative tile by right-clicking a base tile in the TileSet " -"editor" -msgstr "" - -msgid "" -"If currently in Select mode, the alternative tile will already be selected " -"for editing. If not currently in Select mode, you can still create " -"alternative tiles, but you will need to switch to Select mode and select the " -"alternative tile to edit it." -msgstr "" - -msgid "" -"If you don't see the alternative tile, pan over to the right of the atlas " -"image, as alternative tiles always appear on the right of base tiles of a " -"given atlas in the TileSet editor:" -msgstr "" - -msgid "Configuring an alternative tile after clicking it in the TileSet editor" -msgstr "" - -msgid "" -"After selecting an alternative tile, you can change any properties using the " -"middle column like you would on a base tile. However, the list of exposed " -"properties is different compared to base tiles:" -msgstr "" - -msgid "" -"**Alternative ID:** The unique numerical identifier for this alternative " -"tile. Changing it will break existing TileMaps, so be careful! This ID also " -"controls the sorting in the list of alternative tiles displayed in the " -"editor." -msgstr "" - -msgid "**Rendering > Flip H:** If ``true``, the tile is horizontally flipped." -msgstr "" - -msgid "**Rendering > Flip V:** If ``true``, the tile is vertically flipped." -msgstr "" - -msgid "" -"**Rendering > Transpose:** If ``true``, the tile is rotated 90 degrees " -"counter-clockwise. Combine this with **Flip H** and/or **Flip V** to perform " -"180-degree or 270-degree rotation." -msgstr "" - -msgid "" -"**Rendering > Texture Origin:** The origin to use for drawing the tile. This " -"can be used to visually offset the tile compared to the base tile." -msgstr "" - -msgid "" -"**Rendering > Modulate:** The color multiplier to use when rendering the " -"tile." -msgstr "" - -msgid "" -"**Rendering > Material:** The material to use for this tile. This can be " -"used to apply a different blend mode or custom shaders to a single tile." -msgstr "" - -msgid "" -"**Z Index:** The sorting order for this tile. Higher values will make the " -"tile render in front of others on the same layer." -msgstr "" - -msgid "" -"**Y Sort Origin:** The vertical offset to use for tile sorting based on its " -"Y coordinate (in pixels). This allows using layers as if they were on " -"different height for top-down games. Adjusting this can help alleviate " -"issues with sorting certain tiles. Only effective if **Y Sort Enabled** is " -"``true`` on the TileMap layer the tile is placed on." -msgstr "" - -msgid "" -"You can create an additional alternative tile variant by clicking the large " -"\"+\" icon next to the alternative tile. This is equivalent to selecting the " -"base tile and right-clicking it to choose **Create an Alternative Tile** " -"again." -msgstr "" - -msgid "" -"When creating an alternative tile, none of the properties from the base tile " -"are inherited. You must set properties again on the alternative tile if you " -"wish those to be identical on the base tile and the alternative tile." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_antialiasing.po deleted file mode 100644 index 4494e5dbe1..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "3D antialiasing" -msgstr "Useat ilmentymät" - -msgid "" -"Godot also supports antialiasing in 2D rendering. This is covered on the :" -"ref:`doc_2d_antialiasing` page." -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Due to their limited resolution, scenes rendered in 3D can exhibit aliasing " -"artifacts. These artifacts commonly manifest as a \"staircase\" effect on " -"surface edges (edge aliasing) and as flickering and/or sparkles on " -"reflective surfaces (specular aliasing)." -msgstr "" - -msgid "" -"In the example below, you can notice how edges have a blocky appearance. The " -"vegetation is also flickering in and out, and thin lines on top of the box " -"have almost disappeared:" -msgstr "" - -msgid "" -"Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " -"noticeable." -msgstr "" - -msgid "" -"To combat this, various antialiasing techniques can be used in Godot. These " -"are detailed below." -msgstr "" - -#, fuzzy -msgid "" -"You can compare antialiasing algorithms in action using the `3D Antialiasing " -"demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, fuzzy -msgid "Multisample antialiasing (MSAA)" -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"This technique is the \"historical\" way of dealing with aliasing. MSAA is " -"very effective on geometry edges (especially at higher levels). MSAA does " -"not introduce any blurriness whatsoever." -msgstr "" - -msgid "" -"MSAA is available in 3 levels: 2×, 4×, 8×. Higher levels are more effective " -"at antialiasing edges, but are significantly more demanding. In games with " -"modern visuals, sticking to 2× or 4× MSAA is highly recommended as 8× MSAA " -"is usually too demanding." -msgstr "" - -msgid "" -"The downside of MSAA is that it only operates on edges. This is because MSAA " -"increases the number of *coverage* samples, but not the number of *color* " -"samples. However, since the number of color samples did not increase, " -"fragment shaders are still run for each pixel only once. Therefore, MSAA " -"does not reduce transparency aliasing for materials using the **Alpha " -"Scissor** transparency mode (1-bit transparency). MSAA is also ineffective " -"on specular aliasing." -msgstr "" - -msgid "" -"To mitigate aliasing on alpha scissor materials, alpha antialiasing (also " -"called *alpha to coverage*) can be enabled on specific materials in the " -"StandardMaterial3D or ORMMaterial3D properties. This only has an effect when " -"MSAA is used (with any level). Alpha to coverage has a moderate performance " -"cost, but it's very effective at reducing aliasing on transparent materials " -"without introducing any blurriness." -msgstr "" - -msgid "" -"MSAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to " -"change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these " -"are entirely separate settings." -msgstr "" - -msgid "" -"Comparison between no antialiasing (left) and various MSAA levels (right). " -"Note that alpha antialiasing is not used here:" -msgstr "" - -#, fuzzy -msgid "Temporal antialiasing (TAA)" -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"*This is only available in the Clustered Forward backend, not the Forward " -"Mobile or Compatibility backends.*" -msgstr "" - -msgid "" -"Temporal antialiasing works by *converging* the result of previously " -"rendered frames into a single, high-quality frame. This is a continuous " -"process that works by jittering the position of all vertices in the scene " -"every frame. This jittering is done to capture sub-pixel detail and should " -"be unnoticeable except in extreme situations." -msgstr "" - -msgid "" -"This technique is commonly used in modern games, as it provides the most " -"effective form of antialiasing against specular aliasing and other shader-" -"induced artifacts. TAA also provides full support for transparency " -"antialiasing." -msgstr "" - -msgid "" -"TAA introduces a small amount of blur when enabled in still scenes, but this " -"blurring effect becomes more pronounced when the camera is moving. Another " -"downside of TAA is that it can exhibit *ghosting* artifacts behind moving " -"objects. Rendering at a higher framerate will allow TAA to converge faster, " -"therefore making those ghosting artifacts less visible." -msgstr "" - -msgid "" -"Temporal antialiasing can be enabled in the Project Settings by changing the " -"value of the **Rendering > Anti Aliasing > Quality > Use Taa** setting." -msgstr "" - -msgid "Comparison between no antialiasing (left) and TAA (right):" -msgstr "" - -#, fuzzy -msgid "Fast approximate antialiasing (FXAA)" -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"*This is only available in the Clustered Forward and Forward Mobile " -"backends, not the Compatibility backend.*" -msgstr "" - -msgid "" -"Fast approximate antialiasing is a post-processing antialiasing solution. It " -"is faster to run than any other antialiasing technique and also supports " -"antialiasing transparency. However, since it lacks temporal information, it " -"will not do much against specular aliasing." -msgstr "" - -msgid "" -"This technique is still sometimes used in mobile games. However, on desktop " -"platforms, FXAA generally fell out of fashion in favor of temporal " -"antialiasing, which is much more effective against specular aliasing. " -"Nonetheless, exposing FXAA as an in-game option may still be worthwhile for " -"players with low-end GPUs." -msgstr "" - -msgid "" -"FXAA introduces a moderate amount of blur when enabled (more than TAA when " -"still, but less than TAA when the camera is moving)." -msgstr "" - -msgid "" -"FXAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > Screen Space AA** setting to " -"**FXAA**." -msgstr "" - -msgid "Comparison between no antialiasing (left) and FXAA (right):" -msgstr "" - -#, fuzzy -msgid "Supersample antialiasing (SSAA)" -msgstr "Moninäytteinen antialiasointi (MSAA)." - -msgid "" -"Supersampling provides the highest quality of antialiasing possible, but " -"it's also the most expensive. It works by shading every pixel in the scene " -"multiple times. This allows SSAA to antialias edges, transparency *and* " -"specular aliasing at the same time, without introducing potential ghosting " -"artifacts." -msgstr "" - -msgid "" -"The downside of SSAA is its *extremely* high cost. This cost generally makes " -"SSAA difficult to use for game purposes, but you may still find " -"supersampling useful for :ref:`offline rendering `." -msgstr "" - -msgid "" -"Supersample antialiasing is performed by increasing the **Rendering > " -"Scaling 3D > Scale** advanced project setting above ``1.0`` while ensuring " -"**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default). " -"Since the scale factor is defined per-axis, a scale factor of ``1.5`` will " -"result in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA." -msgstr "" - -msgid "" -"Comparison between no antialiasing (left) and various SSAA levels (right):" -msgstr "" - -msgid "" -"Supersampling also has high video RAM requirements, since it needs to render " -"in the target resolution then *downscale* to the window size. For example, " -"displaying a project in 3840×2160 (4K resolution) with 4× SSAA will require " -"rendering the scene in 7680×4320 (8K resolution), which is 4 times more " -"pixels." -msgstr "" - -msgid "" -"If you are using a high window size such as 4K, you may find that increasing " -"the resolution scale past a certain value will cause a heavy slowdown (or " -"even a crash) due to running out of VRAM." -msgstr "" - -msgid "Screen-space roughness limiter" -msgstr "" - -msgid "" -"This is not an edge antialiasing method, but it is a way of reducing " -"specular aliasing in 3D." -msgstr "" - -msgid "" -"The screen-space roughness limiter works best on detailed geometry. While it " -"has an effect on roughness map rendering itself, its impact is limited there." -msgstr "" - -msgid "" -"The screen-space roughness limiter is enabled by default; it doesn't require " -"any manual setup. It has a small performance impact, so consider disabling " -"it if your project isn't affected by specular aliasing much." -msgstr "" - -msgid "Texture roughness limiter on import" -msgstr "" - -msgid "" -"Like the screen-space roughness limiter, this is not an edge antialiasing " -"method, but it is a way of reducing specular aliasing in 3D." -msgstr "" - -msgid "" -"Roughness limiting on import works by specifying a normal map to use as a " -"guide for limiting roughness. This is done by selecting the roughness map in " -"the FileSystem dock, then going to the Import dock and setting **Roughness > " -"Mode** to the color channel the roughness map is stored in (typically " -"**Green**), then setting the path to the material's normal map. Remember to " -"click **Reimport** at the bottom of the Import dock after setting the path " -"to the normal map." -msgstr "" - -msgid "" -"Since this processing occurs purely on import, it has no performance cost " -"whatsoever. However, its visual impact is limited. Limiting roughness on " -"import only helps reduce specular aliasing within textures, not the aliasing " -"that occurs on geometry edges on detailed meshes." -msgstr "" - -#, fuzzy -msgid "Which antialiasing technique should I use?" -msgstr "Mitä minun tulisi käyttää?" - -msgid "" -"**There is no \"one size fits all\" antialiasing technique.** Since " -"antialiasing is often demanding on the GPU or can introduce unwanted " -"blurriness, you'll want to add a setting to allow players to disable " -"antialiasing." -msgstr "" - -msgid "" -"For projects with a photorealistic art direction, TAA is generally the most " -"suitable option. While TAA can introduce ghosting artifacts, there is no " -"other technique that combats specular aliasing as well as TAA does. The " -"screen-space roughness limiter helps a little, but is far less effective " -"against specular aliasing overall." -msgstr "" - -msgid "" -"For projects with a low amount of reflective surfaces (such as a cartoon " -"artstyle), MSAA can work well. MSAA is also a good option if avoiding " -"blurriness and temporal artifacts is important, such as in competitive games." -msgstr "" - -msgid "" -"When targeting low-end platforms such as mobile or integrated graphics, FXAA " -"is usually the only viable option. 2× MSAA may be usable in some " -"circumstances, but higher MSAA levels are unlikely to run smoothly on mobile " -"GPUs." -msgstr "" - -msgid "" -"Godot allows using multiple antialiasing techniques at the same time. This " -"is usually unnecessary, but it can provide better visuals on high-end GPUs " -"or for :ref:`non-real-time rendering `. For example, to " -"make moving edges look better when TAA is enabled, you can also enable MSAA " -"at the same time." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po deleted file mode 100644 index b7d04e1126..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ /dev/null @@ -1,269 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D rendering limitations" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Due to their focus on performance, real-time rendering engines have many " -"limitations. Godot's renderer is no exception. To work effectively with " -"those limitations, you need to understand them." -msgstr "" - -msgid "Texture size limits" -msgstr "" - -msgid "" -"On desktops and laptops, textures larger than 8192×8192 may not be supported " -"on older devices. You can check your target GPU's limitations on `GPUinfo." -"org `__." -msgstr "" - -msgid "" -"Mobile GPUs are typically limited to 4096×4096 textures. Also, some mobile " -"GPUs don't support repeating non-power-of-two-sized textures. Therefore, if " -"you want your texture to display correctly on all platforms, you should " -"avoid using textures larger than 4096×4096 and use a power of two size if " -"the texture needs to repeat." -msgstr "" - -msgid "" -"To limit the size of a specific texture that may be too large to render, you " -"can set the **Process > Size Limit** import option to a value greater than " -"``0``. This will reduce the texture's dimensions on import (preserving " -"aspect ratio) without affecting the source file." -msgstr "" - -msgid "Color banding" -msgstr "" - -msgid "" -"When using the Forward+ or Forward Mobile rendering methods, Godot's 3D " -"engine renders internally in HDR. However, the rendering output will be " -"tonemapped to a low dynamic range so it can be displayed on the screen. This " -"can result in visible banding, especially when using untextured materials. " -"For performance reasons, color precision is also lower when using the " -"Forward Mobile rendering method compared to Forward+." -msgstr "" - -msgid "" -"When using the Compatibility rendering method, HDR is not used and the color " -"precision is the lowest of all rendering methods. This also applies to 2D " -"rendering, where banding may be visible when using smooth gradient textures." -msgstr "" - -#, fuzzy -msgid "There are two main ways to alleviate banding:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"If using the Forward+ or Forward Mobile rendering methods, enable **Use " -"Debanding** in the advanced Project Settings. This applies a fullscreen " -"debanding shader as a post-processing effect and is very cheap." -msgstr "" - -msgid "" -"Alternatively, bake some noise into your textures. This is mainly effective " -"in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom " -"debanding shader `__ to be applied on your *materials*. This technique works even if " -"your project is rendered with low color precision, which means it will work " -"when using the Mobile and Compatibility rendering methods." -msgstr "" - -msgid "Color banding comparison (contrast increased for more visibility)" -msgstr "" - -msgid "" -"See `Banding in Games: A Noisy Rant (PDF) `__ for more details about banding and ways to combat " -"it." -msgstr "" - -msgid "Depth buffer precision" -msgstr "" - -msgid "" -"To sort objects in 3D space, rendering engines rely on a *depth buffer* " -"(also called *Z-buffer*). This buffer has a finite precision: 24-bit on " -"desktop platforms, sometimes 16-bit on mobile platforms (for performance " -"reasons). If two different objects end up on the same buffer value, then Z-" -"fighting will occur. This will materialize as textures flickering back and " -"forth as the camera moves or rotates." -msgstr "" - -msgid "" -"To make the depth buffer more precise over the rendered area, you should " -"*increase* the Camera node's **Near** property. However, be careful: if you " -"set it too high, players will be able to see through nearby geometry. You " -"should also *decrease* the Camera node's **Far** property to the lowest " -"permissible value for your use case, though keep in mind it won't impact " -"precision as much as the **Near** property." -msgstr "" - -msgid "" -"If you only need high precision when the player can see far away, you could " -"change it dynamically based on the game conditions. For instance, if the " -"player enters an airplane, the **Near** property can be temporarily " -"increased to avoid Z-fighting in the distance. It can then be decreased once " -"the player leaves the airplane." -msgstr "" - -msgid "" -"Depending on the scene and viewing conditions, you may also be able to move " -"the Z-fighting objects further apart without the difference being visible to " -"the player." -msgstr "" - -msgid "" -"Z-fighting comparison (before and after tweaking the scene by offsetting the " -"Label3D away from the floor)" -msgstr "" - -msgid "Transparency sorting" -msgstr "" - -msgid "" -"In Godot, transparent materials are drawn after opaque materials. " -"Transparent objects are sorted back to front before being drawn based on the " -"Node3D's position, not the vertex position in world space. Due to this, " -"overlapping objects may often be sorted out of order. To fix improperly " -"sorted objects, tweak the material's :ref:`Render Priority " -"` property or the node's :ref:" -"`Sorting Offset `. Render " -"Priority will force specific materials to appear in front of or behind other " -"transparent materials, while Sorting Offset will move the object forward or " -"backward for the purpose of sorting. Even then, these may not always be " -"sufficient." -msgstr "" - -msgid "" -"Some rendering engines feature *order-independent transparency* techniques " -"to alleviate this, but this is costly on the GPU. Godot currently doesn't " -"provide this feature. There are still several ways to avoid this problem:" -msgstr "" - -msgid "" -"Only make materials transparent if you actually need it. If a material only " -"has a small transparent part, consider splitting it into a separate " -"material. This will allow the opaque part to cast shadows and will also " -"improve performance." -msgstr "" - -msgid "" -"If your texture mostly has fully opaque and fully transparent areas, you can " -"use alpha testing instead of alpha blending. This transparency mode is " -"faster to render and doesn't suffer from transparency issues. Enable " -"**Transparency > Transparency** to **Alpha Scissor** in StandardMaterial3D, " -"and adjust **Transparency > Alpha Scissor Threshold** accordingly if needed. " -"Note that MSAA will not antialias the texture's edges unless alpha " -"antialiasing is enabled in the material's properties. However, FXAA, TAA and " -"supersampling will be able to antialias the texture's edges regardless of " -"whether alpha antialiasing is enabled on the material." -msgstr "" - -msgid "" -"If you need to render semi-transparent areas of the texture, alpha scissor " -"isn't suitable. Instead, setting the StandardMaterial3D's **Transparency > " -"Transparency** property to **Depth Pre-Pass** can sometimes work (at a " -"performance cost). You can also try the **Alpha Hash** mode." -msgstr "" - -msgid "" -"If you want a material to fade with distance, use the StandardMaterial3D " -"distance fade mode **Pixel Dither** or **Object Dither** instead of " -"**PixelAlpha**. This will make the material opaque, which also speeds up " -"rendering." -msgstr "" - -msgid "" -"Transparency sorting comparison (alpha-blended materials on the left, alpha " -"scissor materials on the right)" -msgstr "" - -#, fuzzy -msgid "Multi-sample antialiasing" -msgstr "Useat ilmentymät" - -msgid "" -"Antialiasing is explained in detail on the :ref:`doc_3d_antialiasing` page." -msgstr "" - -msgid "" -"Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the " -"edges of polygons when rendering objects. It does not increase the number of " -"*color* samples used to render a scene. Here's what this means in practice:" -msgstr "" - -msgid "" -"Edges of meshes will be smoothed out nicely (as well as supersampling would)." -msgstr "" - -msgid "" -"Transparent materials that use *alpha testing* (1-bit transparency) won't be " -"smoothed out." -msgstr "" - -msgid "" -"Specular aliasing (\"sparkles\" that appear on reflective surfaces) won't be " -"reduced." -msgstr "" - -msgid "" -"There are several ways to work around this limitation depending on your " -"performance budget:" -msgstr "" - -msgid "" -"To make specular aliasing less noticeable, open the Project Settings and " -"enable **Rendering > Quality > Screen Space Filters > Screen Space Roughness " -"Limiter**. This filter has a moderate cost on performance, so it should only " -"be enabled if you actually need it." -msgstr "" - -msgid "" -"Enable fast approximate antialiasing (FXAA) in addition to (or instead of) " -"MSAA. Since FXAA is a screen-space antialiasing method, it will smooth out " -"anything. As a downside, FXAA also makes the scene appear blurrier, " -"especially at resolutions below 1440p. FXAA also lacks temporal information, " -"which means its impact on specular aliasing is limited." -msgstr "" - -msgid "" -"Enable temporal antialiasing (TAA) in addition to (or instead of) MSAA. " -"Since TAA is a screen-space antialiasing method, it will smooth out " -"anything. As a downside, TAA also makes the scene appear blurrier, " -"especially at resolutions below 1440p. TAA provides superior quality " -"compared to FXAA and can effectively combat specular aliasing. However, TAA " -"has a greater performance cost compared to FXAA, and TAA can introduce " -"ghosting artifacts with fast movement." -msgstr "" - -msgid "" -"Render the scene at a higher resolution by increasing the **Scaling 3D > " -"Scale** project setting above ``1.0``. This technique is called supersample " -"antialiasing (SSAA) and is very slow. Its use is generally only recommended " -"for offline rendering." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_text.po deleted file mode 100644 index 5a52ef0dcb..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/3d_text.po +++ /dev/null @@ -1,250 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "3D text" -msgstr "Syvyystekstuuri" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"In a project, there may be times when text needs to be created as part of a " -"3D scene and not just in the HUD. Godot provides 2 methods to do this: the " -"Label3D node and the TextMesh *resource* for a MeshInstance3D node." -msgstr "" - -msgid "" -"Additionally, Godot makes it possible to position Control nodes according to " -"a 3D point's position on the camera. This can be used as an alternative to " -"\"true\" 3D text in situations where Label3D and TextMesh aren't flexible " -"enough." -msgstr "" - -#, fuzzy -msgid "" -"You can see 3D text in action using the `3D Labels and Texts demo project " -"`__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, fuzzy -msgid "" -"This page does **not** cover how to display a GUI scene within a 3D " -"environment. For information on how to achieve that, see the `GUI in 3D " -"`__ demo project." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, fuzzy -msgid "Label3D" -msgstr "Selitteet." - -msgid "" -"Label3D behaves like a Label node, but in 3D space. Unlike the Label node, " -"this Label3D node does **not** inherit properties of a GUI theme. However, " -"its look remains customizable and uses the same font subresource as Control " -"nodes (including support for :abbr:`MSDF (Multi-channel Signed Distance " -"Font)` font rendering)." -msgstr "" - -msgid "Advantages" -msgstr "" - -msgid "" -"Label3D is faster to generate than TextMesh. While both use a caching " -"mechanism to only render new glyphs once, Label3D will still be faster to " -"(re)generate, especially for long text. This can avoid stuttering during " -"gameplay on low-end CPUs or mobile." -msgstr "" - -msgid "" -"Label3D can use bitmap fonts and dynamic fonts (with and without :abbr:`MSDF " -"(Multi-channel Signed Distance Font)` or mipmaps). This makes it more " -"flexible on that aspect compared to TextMesh, especially for rendering fonts " -"with self-intersecting outlines." -msgstr "" - -msgid "" -"See :ref:`doc_gui_using_fonts` for guidelines on configuring font imports." -msgstr "" - -msgid "Limitations" -msgstr "" - -msgid "" -"By default, Label3D has limited interaction with a 3D environment. It can be " -"occluded by geometry and lit by light sources if the **Shaded** flag is " -"enabled. However, it will not cast shadows even if **Cast Shadow** is set to " -"**On** in the Label3D's GeometryInstance3D properties. This is because the " -"node internally generates a quad mesh (one glyph per quad) with transparent " -"textures and has the same limitations as Sprite3D. Transparency sorting " -"issues can also become apparent when several Label3Ds overlap, especially if " -"they have outlines." -msgstr "" - -msgid "" -"This can be mitigated by setting the Label3D's transparency mode to **Alpha " -"Cut**, at the cost of less smooth text rendering. The **Opaque Pre-Pass** " -"transparency mode can preserve text smoothness while allowing the Label3D to " -"cast shadows, but some transparency sorting issues will remain." -msgstr "" - -msgid "" -"See :ref:`Transparency sorting " -"` section in the 3D " -"rendering limitations page for more information." -msgstr "" - -#, fuzzy -msgid "TextMesh" -msgstr "Mesh" - -msgid "" -"The TextMesh resource has similarities to Label3D. They both display text in " -"a 3D scene, and will use the same font subresource. However, instead of " -"generating transparent quads, TextMesh generates 3D geometry that represents " -"the glyphs' contours and has the properties of a mesh. As a result, a " -"TextMesh is shaded by default and automatically casts shadows onto the " -"environment. A TextMesh can also have a material applied to it (including " -"custom shaders)." -msgstr "" - -msgid "" -"Here is an example of a texture and how it's applied to the mesh. You can " -"use the texture below as a reference for the generated mesh's UV map:" -msgstr "" - -msgid "TextMesh has a few advantages over Label3D:" -msgstr "" - -msgid "TextMesh can use a texture to modify text color on a per-side basis." -msgstr "" - -msgid "TextMesh geometry can have actual depth to it, giving glyphs a 3D look." -msgstr "" - -msgid "TextMesh can use custom shaders, unlike Label3D." -msgstr "" - -#, fuzzy -msgid "There are some limitations to TextMesh:" -msgstr "Joitakin asioita on otettava huomioon:" - -msgid "" -"No built-in outline support, unlike Label3D. This can be simulated using " -"custom shaders though." -msgstr "" - -msgid "" -"Only dynamic fonts are supported (``.ttf``, ``.otf``, ``.woff``, ``." -"woff2``). Bitmap fonts in the ``.fnt`` or ``.font`` formats are **not** " -"supported." -msgstr "" - -msgid "" -"Fonts with self-intersecting outlines will not render correctly. If you " -"notice rendering issues on fonts downloaded from websites such as Google " -"Fonts, try downloading the font from the font author's official website " -"instead." -msgstr "" - -msgid "Projected Label node (or any other Control)" -msgstr "" - -msgid "" -"There is a last solution that is more complex to set up, but provides the " -"most flexibility: projecting a 2D node onto 3D space. This can be achieved " -"using the return value of :ref:" -"`unproject_position` method on a " -"Camera3D node in a script's ``_process()`` function. This return value " -"should then be used to set the ``position`` property of a Control node." -msgstr "" - -#, fuzzy -msgid "" -"See the `3D waypoints `__ demo for an example of this." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "" -"Any Control node can be used, including Label, RichTextLabel or even nodes " -"such as Button. This allows for powerful formatting and GUI interaction." -msgstr "" - -msgid "" -"The script-based approach allows for complete freedom in positioning. For " -"example, this makes it considerably easier to pin Controls to the screen's " -"edges when they go off-screen (for in-game 3D markers)." -msgstr "" - -msgid "" -"Control theming is obeyed. This allows for easier customization that " -"globally applies to the project." -msgstr "" - -msgid "" -"Projected Controls cannot be occluded by 3D geometry in any way. You can use " -"a RayCast to fully hide the control if its target position is occluded by a " -"collider, but this doesn't allow for partially hiding the control behind a " -"wall." -msgstr "" - -msgid "" -"Changing text size depending on distance by adjusting the Control's " -"``scale`` property is possible, but it needs to be done manually. Label3D " -"and TextMesh automatically take care of this, at the cost of less " -"flexibility (can't set a minimum/maximum text size in pixels)." -msgstr "" - -msgid "" -"Handling resolution and aspect ratio changes must be taken into account in " -"the script, which can be challenging." -msgstr "" - -msgid "Should I use Label3D, TextMesh or a projected Control?" -msgstr "" - -msgid "" -"In most scenarios, Label3D is recommended as it's easier to set up and " -"provides higher rendering quality (especially if 3D antialiasing is " -"disabled)." -msgstr "" - -msgid "" -"For advanced use cases, TextMesh is more flexible as it allows styling the " -"text with custom shaders. Custom shaders allow for modifying the final " -"geometry, such as curving the text along a surface. Since the text is actual " -"3D geometry, the text can optionally have depth to it and can also " -"contribute to global illumination." -msgstr "" - -msgid "" -"If you need features such as BBCode or Control theming support, then using a " -"projected RichTextLabel node is the only way to go." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po deleted file mode 100644 index 6d23cf4f7d..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/csg_tools.po +++ /dev/null @@ -1,408 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Prototyping levels with CSG" -msgstr "" - -msgid "" -"CSG stands for **Constructive Solid Geometry**, and is a tool to combine " -"basic shapes or custom meshes to create more complex shapes. In 3D modelling " -"software, CSG is mostly known as \"Boolean Operators\"." -msgstr "" - -msgid "" -"Level prototyping is one of the main uses of CSG in Godot. This technique " -"allows users to create the most common shapes by combining primitives. " -"Interior environments can be created by using inverted primitives." -msgstr "" - -msgid "" -"The CSG nodes in Godot are mainly intended for prototyping. There is no " -"built-in support for UV mapping or editing 3D polygons (though extruded 2D " -"polygons can be used with the CSGPolygon3D node)." -msgstr "" - -msgid "" -"If you're looking for an easy to use level design tool for a project, you " -"may want to use `Qodot `__ instead. " -"It lets you design levels using `TrenchBroom `__ and import them in Godot." -msgstr "" - -#, fuzzy -msgid "" -"You can check how to use CSG nodes to build various shapes (such as stairs " -"or roads) using the `Constructive Solid Geometry demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "Introduction to CSG nodes" -msgstr "Tutustuminen CSG-solmuihin" - -msgid "" -"Like other features of Godot, CSG is supported in the form of nodes. These " -"are the CSG nodes:" -msgstr "" - -#, fuzzy -msgid ":ref:`CSGBox3D `" -msgstr ":ref:`CSGPolygon `" - -#, fuzzy -msgid ":ref:`CSGCylinder3D ` (also supports cone)" -msgstr ":ref:`CSGCylinder ` (tukee myös kartiota)" - -#, fuzzy -msgid ":ref:`CSGSphere3D `" -msgstr ":ref:`CSGSphere `" - -#, fuzzy -msgid ":ref:`CSGTorus3D `" -msgstr ":ref:`CSGCombiner `" - -#, fuzzy -msgid ":ref:`CSGPolygon3D `" -msgstr ":ref:`CSGPolygon `" - -#, fuzzy -msgid ":ref:`CSGMesh3D `" -msgstr ":ref:`CSGSphere `" - -#, fuzzy -msgid ":ref:`CSGCombiner3D `" -msgstr ":ref:`CSGCombiner `" - -msgid "CSG tools features" -msgstr "" - -msgid "Every CSG node supports 3 kinds of boolean operations:" -msgstr "" - -msgid "" -"**Union:** Geometry of both primitives is merged, intersecting geometry is " -"removed." -msgstr "" - -msgid "" -"**Intersection:** Only intersecting geometry remains, the rest is removed." -msgstr "" - -msgid "" -"**Subtraction:** The second shape is subtracted from the first, leaving a " -"dent with its shape." -msgstr "" - -msgid "CSGPolygon" -msgstr "" - -msgid "" -"The :ref:`CSGPolygon3D ` node extrude along a Polygon " -"drawn in 2D (in X, Y coordinates) in the following ways:" -msgstr "" - -msgid "**Depth:** Extruded back a given amount." -msgstr "" - -msgid "**Spin:** Extruded while spinning around its origin." -msgstr "" - -msgid "" -"**Path:** Extruded along a Path node. This operation is commonly called " -"lofting." -msgstr "" - -msgid "" -"The **Path** mode must be provided with a :ref:`Path3D ` node " -"to work. In the Path node, draw the path and the polygon in CSGPolygon3D " -"will extrude along the given path." -msgstr "" - -msgid "Custom meshes" -msgstr "" - -msgid "" -"Any mesh can be used for :ref:`CSGMesh3D `; the mesh can be " -"modelled in other software and imported into Godot. Multiple materials are " -"supported. There are some restrictions for geometry:" -msgstr "" - -msgid "it must be closed," -msgstr "" - -msgid "it must not self-intersect," -msgstr "" - -msgid "it must not contain internal faces," -msgstr "" - -msgid "every edge must connect to only two other faces." -msgstr "" - -msgid "CSGCombiner3D" -msgstr "" - -msgid "" -"The :ref:`CSGCombiner3D ` node is an empty shape used " -"for organization. It will only combine children nodes." -msgstr "" - -msgid "Processing order" -msgstr "Käsittelyjärjestys" - -msgid "" -"Every CSG node will first process its children nodes and their operations: " -"union, intersection, or subtraction, in tree order, and apply them to itself " -"one after the other." -msgstr "" - -msgid "" -"In the interest of performance, make sure CSG geometry remains relatively " -"simple, as complex meshes can take a while to process. If adding objects " -"together (such as table and room objects), create them as separate CSG " -"trees. Forcing too many objects in a single tree will eventually start " -"affecting performance. Only use binary operations where you actually need " -"them." -msgstr "" - -msgid "Prototyping a level" -msgstr "" - -msgid "We will prototype a room to practice the use of CSG tools." -msgstr "" - -msgid "" -"Working in **Orthogonal** projection gives a better view when combining the " -"CSG shapes." -msgstr "" - -msgid "Our level will contain these objects:" -msgstr "" - -msgid "a room," -msgstr "" - -msgid "a bed," -msgstr "" - -msgid "a lamp," -msgstr "" - -msgid "a desk," -msgstr "" - -msgid "a bookshelf." -msgstr "" - -msgid "Create a scene with a Node3D node as root node." -msgstr "" - -msgid "" -"The default lighting of the environment doesn't provide clear shading at " -"some angles. Change the display mode using **Display Overdraw** in the 3D " -"viewport menu, or add a DirectionalLight node to help you see clearly." -msgstr "" - -msgid "" -"Create a CSGBox3D and name it ``room``, enable **Invert Faces** and change " -"the dimensions of your room." -msgstr "" - -msgid "Next, create a CSGCombiner3D and name it ``desk``." -msgstr "" - -msgid "A desk has one surface and 4 legs:" -msgstr "" - -msgid "" -"Create 1 CSGBox3D children node in **Union** mode for the surface and adjust " -"the dimensions." -msgstr "" - -msgid "" -"Create 4 CSGBox3D children nodes in **Union** mode for the legs and adjust " -"the dimensions." -msgstr "" - -msgid "Adjust their placement to resemble a desk." -msgstr "" - -msgid "" -"CSG nodes inside a CSGCombiner3D will only process their operation within " -"the combiner. Therefore, CSGCombiner3Ds are used to organize CSG nodes." -msgstr "" - -msgid "Create a CSGCombiner3D and name it ``bed``." -msgstr "" - -msgid "" -"Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a " -"CSGBox3D and adjust its dimension for the bed. Create another CSGBox3D and " -"adjust its dimension for the mattress." -msgstr "" - -msgid "" -"We will create another CSGCombiner3D named ``pillow`` as the child of " -"``bed``. The scene tree should look like this:" -msgstr "" - -msgid "" -"We will combine 3 CSGSphere3D nodes in **Union** mode to form a pillow. " -"Scale the Y axis of the spheres and enable **Smooth Faces**." -msgstr "" - -msgid "" -"Select the ``pillow`` node and switch the mode to **Subtraction**; the " -"combined spheres will cut a hole into the mattress." -msgstr "" - -msgid "" -"Try to re-parent the ``pillow`` node to the root ``Node3D`` node; the hole " -"will disappear." -msgstr "" - -msgid "" -"This is to illustrate the effect of CSG processing order. Since the root " -"node is not a CSG node, the CSGCombiner3D nodes are the end of the " -"operations; this shows the use of CSGCombiner3D to organize the CSG scene." -msgstr "" - -msgid "" -"Undo the re-parent after observing the effect. The bed you've built should " -"look like this:" -msgstr "" -"Kumoa isännän vaihto pantuasi merkille vaikutuksen. Rakentamasi sängyn " -"pitäisi näyttää tältä:" - -msgid "Create a CSGCombiner3D and name it ``lamp``." -msgstr "" - -msgid "" -"A lamp consists of 3 parts: the stand, the pole and the lampshade. Create a " -"CSGCylinder3D, enable the **Cone** option and make it the stand. Create " -"another CSGCylinder3D and adjust the dimensions to use it as a pole." -msgstr "" - -msgid "" -"We will use a CSGPolygon3D for the lampshade. Use the **Spin** mode for the " -"CSGPolygon3D and draw a `trapezoid `_ while in **Front View** (numeric keypad 1); this shape will " -"extrude around the origin and form the lampshade." -msgstr "" - -msgid "Adjust the placement of the 3 parts to make it look like a lamp." -msgstr "" - -msgid "Create a CSGCombiner3D and name it ``bookshelf``." -msgstr "" - -msgid "" -"We will use 3 CSGBox3D nodes for the bookshelf. Create a CSGBox3D and adjust " -"its dimensions; this will be the size of the bookshelf." -msgstr "" - -msgid "" -"Duplicate the CSGBox3D and shorten the dimensions of each axis and change " -"the mode to **Subtraction**." -msgstr "" - -msgid "" -"You've almost built a shelf. Create one more CSGBox3D for dividing the shelf " -"into two levels." -msgstr "" - -msgid "" -"Position your furniture in your room as you like and your scene should look " -"this:" -msgstr "" -"Sijoita huonekalut huoneeseesi kuten haluat ja skenesi pitäisi näyttää tältä:" - -msgid "" -"You've successfully prototyped a room level with the CSG tools in Godot. CSG " -"tools can be used for designing all kinds of levels, such as a maze or a " -"city; explore its limitations when designing your game." -msgstr "" - -msgid "Using prototype textures" -msgstr "" - -msgid "" -"Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which " -"can be used to automatically apply a texture to arbitrary objects without " -"distortion. This is handy when using CSG as Godot doesn't support editing UV " -"maps on CSG nodes yet. Triplanar mapping is relatively slow, which usually " -"restricts its usage to organic surfaces like terrain. Still, when " -"prototyping, it can be used to quickly apply textures to CSG-based levels." -msgstr "" - -msgid "" -"If you need some textures for prototyping, Kenney made a `set of CC0-" -"licensed prototype textures `__." -msgstr "" - -#, fuzzy -msgid "There are two ways to apply a material to a CSG node:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"Applying it to a CSGCombiner3D node as a material override (**Geometry > " -"Material Override** in the Inspector). This will affect its children " -"automatically, but will make it impossible to change the material in " -"individual children." -msgstr "" - -msgid "" -"Applying a material to individual nodes (**Material** in the Inspector). " -"This way, each CSG node can have its own appearance. Subtractive CSG nodes " -"will apply their material to the nodes they're \"digging\" into." -msgstr "" - -msgid "" -"To apply triplanar mapping to a CSG node, select it, go to the Inspector, " -"click the **[empty]** text next to **Material Override** (or **Material** " -"for individual CSG nodes). Choose **New StandardMaterial3D**. Click the " -"newly created material's icon to edit it. Unfold the **Albedo** section and " -"load a texture into the **Texture** property. Now, unfold the **Uv1** " -"section and check **Triplanar**. You can change the texture offset and scale " -"on each axis by playing with the **Scale** and **Offset** properties just " -"above. Higher values in the **Scale** property will cause the texture to " -"repeat more often." -msgstr "" - -msgid "" -"You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so, " -"click the dropdown arrow next to a material property in the Inspector and " -"choose **Copy**. To paste it, select the node you'd like to apply the " -"material onto, click the dropdown arrow next to its material property then " -"choose **Paste**." -msgstr "" - -#, fuzzy -msgid "Exporting as glTF" -msgstr "Vienti" - -msgid "" -"It can be useful to block out a level using CSG, then export it as a 3d " -"model, to import into 3D modelling software. You can do this by selecting " -"**Scene > Export As... > glTF 2.0 Scene**." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po deleted file mode 100644 index c745e21981..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ /dev/null @@ -1,1084 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Environment and post-processing" -msgstr "" - -msgid "" -"Godot 4 provides a redesigned Environment resource, as well as a new post-" -"processing system with many available effects right out of the box." -msgstr "" - -msgid "" -"As of Godot 4, Environment *performance/quality* settings are defined in the " -"project settings instead of in the Environment resource. This makes global " -"adjustments easier, as you no longer have to tweak Environment resources " -"individually to suit various hardware configurations." -msgstr "" - -msgid "" -"Note that most Environment performance/quality settings are only visible " -"after enabling the **Advanced** toggle in the Project Settings." -msgstr "" - -msgid "Environment" -msgstr "" - -msgid "" -"The :ref:`class_Environment` resource stores all the information required " -"for controlling the 2D and 3D rendering environment. This includes the sky, " -"ambient lighting, tone mapping, effects, and adjustments. By itself, it does " -"nothing, but you can enable it by using it in one of the following " -"locations, in order of priority:" -msgstr "" - -#, fuzzy -msgid "Camera3D node (high priority)" -msgstr "Indeksipohjainen haku (korkein prioriteetti)" - -msgid "" -"An Environment can be set to a Camera3D node. It will have priority over any " -"other setting." -msgstr "" - -msgid "" -"This is mostly useful when you want to override an existing environment, but " -"in general it's a better idea to use the option below." -msgstr "" - -msgid "WorldEnvironment node (medium priority, recommended)" -msgstr "" - -msgid "" -"The WorldEnvironment node can be added to any scene, but only one can exist " -"per active scene tree. Adding more than one will result in a warning." -msgstr "" - -msgid "" -"Any Environment added has higher priority than the default Environment " -"(explained below). This means it can be overridden on a per-scene basis, " -"which makes it quite useful." -msgstr "" - -msgid "Preview environment and sun (low priority)" -msgstr "" - -msgid "" -"Since Godot 4, the preview environment and sun system replace the " -"``default_env.tres`` file that was used in Godot 3 projects." -msgstr "" - -msgid "" -"If no WorldEnvironment node or DirectionalLight3D node is present in the " -"current scene, the editor will display a preview environment and sun " -"instead. This can be disabled using the buttons at the top of the 3D editor:" -msgstr "" - -msgid "" -"Clicking on the 3 vertical dots on the right will display a dialog which " -"allows you to customize the appearance of the preview environment:" -msgstr "" - -msgid "" -"**The preview sun and sky is only visible in the editor, not in the running " -"project.** Using the buttons at the bottom of the dialog, you can add the " -"preview sun and sky into the scene as nodes." -msgstr "" - -msgid "" -"If you hold :kbd:`Shift` while clicking **Add Sun to Scene** or **Add " -"Environment to Scene** in the preview environment editor, this will add both " -"a preview sun and environment to the current scene (as if you clicked both " -"buttons separately). Use this to speed up project setup and prototyping." -msgstr "" - -msgid "Camera attributes" -msgstr "" - -msgid "" -"In Godot 4, exposure and depth of field information was split from the " -"Environment resource into a separate CameraAttributes resource. This allows " -"adjusting those properties independently of other Environment settings more " -"easily." -msgstr "" - -msgid "" -"The :ref:`class_CameraAttributes` resource stores exposure and depth of " -"field information. It also allows enabling automatic exposure adjustments " -"depending on scene brightness." -msgstr "" - -#, fuzzy -msgid "There are two kinds of CameraAttribute resources available:" -msgstr "Siirtymiä on olemassa useita eri tyyppisiä:" - -msgid "" -"**CameraAttributesPractical:** Features are exposed using arbitrary units, " -"which are easier to reason about for most game use cases." -msgstr "" - -msgid "" -"**CameraAttributesPhysical:** Features are exposed using real world units, " -"similar to a digital camera. For example, field of view is set using a focal " -"length in millimeters instead of a value in degrees. Recommended when " -"physical accuracy is important, such as for photorealistic rendering." -msgstr "" - -msgid "" -"Both CameraAttribute resource types allow you to use the same features, but " -"they are configured differently. If you don't know which one to choose, use " -"**CameraAttributesPractical**." -msgstr "" - -msgid "" -"Using a :ref:`class_CameraAttributesPhysical` on a Camera3D node will lock " -"out FOV and aspect adjustments in that Camera3D, as field of view is " -"adjusted in the CameraAttributesPhysical resource instead. If used in a " -"WorldEnvironment, the CameraAttributesPhysical will not override any " -"Camera3D in the scene." -msgstr "" - -msgid "" -"A CameraAttributes resource can be added to a Camera3D or a WorldEnvironment " -"node. When the current camera has a CameraAttributes set, it will *override* " -"the one set in WorldEnvironment (if any)." -msgstr "" - -msgid "" -"In most situations, setting the CameraAttributes resource on the Camera3D " -"node instead of the WorldEnvironment is recommended. Unlike " -"WorldEnvironment, assigning the CameraAttributes resource to the Camera3D " -"node prevents depth of field from displaying in the 3D editor viewport, " -"unless the camera is being previewed." -msgstr "" - -msgid "Environment options" -msgstr "" - -msgid "" -"The following is a detailed description of all environment options and how " -"they are intended to be used." -msgstr "" - -msgid "Background" -msgstr "Tausta" - -msgid "" -"The Background section contains settings on how to fill the background " -"(parts of the screen where objects were not drawn). The background not only " -"serves the purpose of displaying an image or color. By default, it also " -"affects how objects are affected by ambient and reflected light. This is " -"called image-based lighting (IBL)." -msgstr "" - -msgid "" -"As a result, the background sky may greatly impact your scene's overall " -"appearance, even if the sky is never directly visible on screen. This should " -"be taken into account when tweaking lighting in your scene." -msgstr "" - -#, fuzzy -msgid "There are several background modes available:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"**Clear Color** uses the default clear color defined in the project " -"settings. The background will be a constant color." -msgstr "" - -msgid "**Custom Color** is like Clear Color, but with a custom color value." -msgstr "" - -msgid "" -"**Sky** lets you define a background sky material (see below). By default, " -"objects in the scene will reflect this sky material and absorb ambient light " -"from it." -msgstr "" - -msgid "**Canvas** displays the 2D scene as a background to the 3D scene." -msgstr "" - -msgid "" -"**Keep** does not draw any sky, keeping what was present on previous frames " -"instead. This improves performance in purely indoor scenes, but creates a " -"\"hall of mirrors\" visual glitch if the sky is visible at any time." -msgstr "" - -#, fuzzy -msgid "Sky materials" -msgstr "Fysiikkaominaisuudet" - -msgid "" -"When using the **Sky** background mode (or the ambient/reflected light mode " -"is set to **Sky**), a Sky subresource becomes available to edit in the " -"Environment resource. Editing this subresource allows you to create a " -"SkyMaterial resource within the Sky." -msgstr "" - -msgid "There are 3 built-in sky materials to choose from:" -msgstr "" - -msgid "" -"**PanoramaSkyMaterial:** Use a 360 degree panorama sky image (2:1 aspect " -"ratio recommended). To benefit from high dynamic range, the panorama image " -"must be in an HDR-compatible format such as ``.hdr`` or ``.exr`` rather than " -"a standard dynamic range format like ``.png`` or ``.jpg``." -msgstr "" - -msgid "" -"**ProceduralSkyMaterial:** Use a procedurally generated sky with adjustable " -"ground, sun, sky and horizon colors. This is the type of sky used in the " -"editor preview. The sun's position is automatically derived from the first 4 " -"DirectionalLight3D nodes present in the scene. There can be up to 4 suns at " -"a given time." -msgstr "" - -msgid "" -"**PhysicalSkyMaterial:** Use a physically-based procedural sky with " -"adjustable scattering parameters. The sun's position is automatically " -"derived from the first DirectionalLight3D node present in the scene. " -"PhysicalSkyMaterial is slightly more expensive to render compared to " -"ProceduralSkyMaterial. There can be up to 1 sun at a given time." -msgstr "" - -msgid "" -"Panorama sky images are sometimes called HDRIs (High Dynamic Range Images). " -"You can find freely licensed HDRIs on `Poly Haven `__." -msgstr "" - -msgid "" -"HDR PanoramaSkyMaterial textures with very bright spots (such as real life " -"photos with the sun visible) may result in visible sparkles on ambient and " -"specular reflections. This is caused by the texture's peak exposure being " -"too high." -msgstr "" - -msgid "" -"To resolve this, select the panorama texture in the FileSystem dock, go to " -"the Import dock, enable **HDR Clamp Exposure** then click **Reimport**." -msgstr "" - -msgid "" -"If you need a custom sky material (e.g. for procedural clouds), you can " -"create a custom :ref:`sky shader `." -msgstr "" - -#, fuzzy -msgid "Ambient light" -msgstr "Valojen lisäys" - -msgid "" -"Ambient light (as defined here) is a type of light that affects every piece " -"of geometry with the same intensity. It is global and independent of lights " -"that might be added to the scene. Ambient light is one of the two components " -"of image-based lighting. Unlike reflected light, ambient light does not vary " -"depending on the camera's position and viewing angle." -msgstr "" - -#, fuzzy -msgid "There are several types of ambient light to choose from:" -msgstr "Tähän on useita syitä:" - -msgid "" -"**Background:** Source ambient light from the background, such as the sky, " -"custom color or clear color (default). Ambient light intensity will vary " -"depending on the sky image's contents, which can result in more visually " -"appealing ambient lighting. A sky must be set as background for this mode to " -"be visible." -msgstr "" - -msgid "" -"**Disabled:** Do not use any ambient light. Useful for purely indoor scenes." -msgstr "" - -msgid "" -"**Color:** Use a constant color for ambient light, ignoring the background " -"sky. Ambient light intensity will be the same on all sides, which may result " -"in the scene's lighting looking more flat. Useful for indoor scenes where " -"pitch black shadows may be too dark, or to maximize performance on low-end " -"devices." -msgstr "" - -msgid "" -"**Sky:** Source ambient light from a specified sky, even if the background " -"is set to a mode other than **Sky**. If the background mode is already " -"**Sky**, this mode behaves identically to **Background**." -msgstr "" - -msgid "" -"When the ambient light mode is set to Sky or Background (and background is " -"set to Sky), it's possible to blend between the ambient color and sky using " -"the **Sky Contribution** property. This value is set to ``1.0`` by default, " -"which means that only the ambient sky is used. The ambient color is ignored " -"unless **Sky Contribution** is decreased below ``1.0``." -msgstr "" - -msgid "Here is a comparison of how different ambient light affects a scene:" -msgstr "" - -msgid "" -"Finally, there is an **Energy** setting which is a multiplier. It's useful " -"when working with HDR." -msgstr "" - -msgid "" -"In general, you should only rely on ambient light alone for simple scenes or " -"large exteriors. You may also do so to boost performance. Ambient light is " -"fast to render, but it doesn't provide the best lighting quality. It's " -"better to generate ambient light from :ref:`ReflectionProbe " -"`, :ref:`VoxelGI ` or :ref:`SDFGI " -"`, as these will simulate how indirect light propagates " -"more accurately. Below is a comparison, in terms of quality, between using a " -"flat ambient color and a VoxelGI:" -msgstr "" - -msgid "" -"Using one of the methods described above will replace constant ambient " -"lighting with ambient lighting from the probes." -msgstr "" - -msgid "Reflected light" -msgstr "" - -msgid "" -"Reflected light (also called specular light) is the other of the two " -"components of image-based lighting." -msgstr "" - -msgid "Reflected light can be set to one of 3 modes:" -msgstr "" - -msgid "" -"**Background:** Reflect from the background, such as the sky, custom color " -"or clear color (default)." -msgstr "" - -msgid "" -"**Disabled:** Do not reflect any light from the environment. Useful for " -"purely indoor scenes, or to maximize performance on low-end devices." -msgstr "" - -msgid "" -"**Sky:** Reflect from the background sky, even if the background is set to a " -"mode other than **Sky**. If the background mode is already **Sky**, this " -"mode behaves identically to **Background**." -msgstr "" - -msgid "Fog" -msgstr "" - -msgid "" -"This section refers to non-volumetric fog only. It is possible to use both " -"non-volumetric fog and :ref:`doc_volumetric_fog` at the same time." -msgstr "" - -msgid "" -"Fog, as in real life, makes distant objects fade away into a uniform color. " -"There are two kinds of fog in Godot:" -msgstr "" - -msgid "" -"**Depth Fog:** This one is applied based on the distance from the camera." -msgstr "" - -msgid "" -"**Height Fog:** This one is applied to any objects below (or above) a " -"certain height, regardless of the distance from the camera." -msgstr "" - -msgid "" -"Both of these fog types can have their curve tweaked, making their " -"transition more or less sharp." -msgstr "" - -msgid "Two properties can be tweaked to make the fog effect more interesting:" -msgstr "" - -msgid "" -"The first is **Sun Amount**, which makes use of the Sun Color property of " -"the fog. When looking towards a directional light (usually a sun), the color " -"of the fog will be changed, simulating the sunlight passing through the fog." -msgstr "" - -msgid "" -"The second is **Transmit Enabled** which simulates more realistic light " -"transmittance. In practice, it makes light stand out more across the fog." -msgstr "" - -msgid "Volumetric Fog" -msgstr "" - -msgid "" -"Volumetric fog provides a realistic fog effect to the scene, with fog color " -"being affected by the lights that traverse the fog." -msgstr "" - -msgid "" -"See :ref:`doc_volumetric_fog` for documentation on setting up volumetric fog." -msgstr "" - -msgid "Tonemap" -msgstr "" - -msgid "" -"Tonemap selects the tonemapping curve that will be applied to the scene, " -"from a list of standard curves used in the film and game industries. " -"Tonemapping operators other than Linear are used to make light and dark " -"areas more homogeneous, while also avoiding clipping of bright highlights." -msgstr "" - -msgid "The tone mapping options are:" -msgstr "" - -msgid "**Mode:** The tone mapping mode to use." -msgstr "" - -msgid "" -"**Linear:** The default tonemapping mode. This is the fastest and simplest " -"tonemapping operator, but it causes bright lighting to look blown out, with " -"noticeable clipping in the output colors." -msgstr "" - -msgid "" -"**Reinhardt:** Performs a variation on rendered pixels' colors by this " -"formula: ``color = color / (1 + color)``. This avoids clipping bright " -"highlights, but the resulting image can look a bit dull." -msgstr "" - -msgid "" -"**Filmic:** This avoids clipping bright highlights, with a resulting image " -"that usually looks more vivid than Reinhardt." -msgstr "" - -msgid "" -"**ACES:** Academy Color Encoding System tonemapper. ACES is slightly more " -"expensive than other options, but it handles bright lighting in a more " -"realistic fashion by desaturating it as it becomes brighter. ACES typically " -"has a more contrasted output compared to Reinhardt and Filmic. ACES is the " -"recommended option when aiming for photorealistic visuals. This tonemapping " -"mode was called \"ACES Fitted\" in Godot 3.x." -msgstr "" - -msgid "" -"**Exposure:** Tone mapping exposure which simulates amount of light received " -"over time (default: ``1.0``). Higher values result in an overall brighter " -"appearance. If the scene appears too dark as a result of a tonemapping " -"operator or whitepoint change, try increasing this value slightly." -msgstr "" - -msgid "" -"**White:** Tone mapping whitepoint, which simulates where in the scale white " -"is located (default: ``1.0``). For photorealistic lighting, recommended " -"values are between ``6.0`` and ``8.0``. Higher values result in less blown " -"out highlights, but make the scene appear slightly darker as a whole." -msgstr "" - -msgid "Mid- and post-processing effects" -msgstr "" - -msgid "" -"The Environment resource supports many popular mid- and post-processing " -"effects." -msgstr "" - -msgid "" -"Screen-space effects such as :abbr:`SSR (Screen-Space Reflections)`, :abbr:" -"`SSAO (Screen-Space Ambient Occlusion)`, :abbr:`SSIL (Screen-Space Indirect " -"Lighting)` and glow do not operate on geometry that is located outside the " -"camera view or is occluded by other opaque geometry. Consider this when " -"tweaking their settings to avoid distracting changes during gameplay." -msgstr "" - -msgid "Screen-Space Reflections (SSR)" -msgstr "" - -msgid "" -"*This feature is only available when using the Forward+ backend, not Mobile " -"or Compatibility.*" -msgstr "" - -msgid "" -"While Godot supports several sources of reflection data such as :ref:" -"`doc_reflection_probes`, they may not provide enough detail for all " -"situations. Scenarios where screen-space reflections make the most sense are " -"when objects are in contact with each other (object over floor, over a " -"table, floating on water, etc)." -msgstr "" - -msgid "" -"On top of providing more detail, screen-space reflections also work in real-" -"time (while other types of reflections are usually precomputed). This can be " -"used to make characters, cars, etc. reflect on surrounding surfaces when " -"moving around." -msgstr "" - -msgid "" -"Screen-space reflections can be used at the same time as other reflection " -"sources to benefit from detailed reflections when possible, while having a " -"fallback when screen-space reflections cannot be used (for example, to " -"reflect off-screen objects)." -msgstr "" - -msgid "" -"A few user-controlled parameters are available to better tweak the technique:" -msgstr "" - -msgid "" -"**Max Steps:** Determines the length of the reflection. The bigger this " -"number, the more costly it is to compute." -msgstr "" - -msgid "" -"**Fade In:** Allows adjusting the fade-in curve, which is useful to make the " -"contact area softer." -msgstr "" - -msgid "" -"**Fade Out:** Allows adjusting the fade-out curve, so the step limit fades " -"out softly." -msgstr "" - -msgid "" -"**Depth Tolerance:** Can be used to allow screen-space rays to pass behind " -"objects. The rays will treat each object as if it has this depth in " -"determining if it can pass behind the object. Higher values will make screen-" -"space reflections exhibit fewer \"breakups\", at the cost of some objects " -"creating physically incorrect reflections." -msgstr "" - -msgid "" -"Keep in mind that screen-space-reflections only work for reflecting opaque " -"geometry. Transparent materials won't be reflected, as they don't write to " -"the depth buffer. This also applies to shaders that use " -"``hint_screen_texture`` or ``hint_depth_texture`` uniforms." -msgstr "" - -msgid "Screen-Space Ambient Occlusion (SSAO)" -msgstr "" - -msgid "" -"As mentioned in the **Ambient** section, areas where light from light nodes " -"does not reach (either because it's outside the radius or shadowed) are lit " -"with ambient light. Godot can simulate this using VoxelGI, ReflectionProbe, " -"the Sky, or a constant ambient color. The problem, however, is that all the " -"methods proposed previously act more on a larger scale (large regions) than " -"at the smaller geometry level." -msgstr "" - -msgid "" -"Constant ambient color and Sky are the same everywhere, while GI and " -"Reflection probes have more local detail, but not enough to simulate " -"situations where light is not able to fill inside hollow or concave features." -msgstr "" - -msgid "" -"This can be simulated with Screen Space Ambient Occlusion. As you can see in " -"the image below, its purpose is to make sure concave areas are darker, " -"simulating a narrower path for the light to enter:" -msgstr "" - -msgid "" -"It is a common mistake to enable this effect, turn on a light, and not be " -"able to appreciate it. This is because :abbr:`SSAO (Screen-Space Ambient " -"Occlusion)` only acts on *ambient* light. It does not affect direct light." -msgstr "" - -msgid "" -"This is why, in the image above, the effect is less noticeable under the " -"direct light (on the left). If you want to force :abbr:`SSAO (Screen-Space " -"Ambient Occlusion)` to work with direct light too, use the **Light Affect** " -"parameter. Even though this is not physically correct, some artists like how " -"it looks." -msgstr "" - -msgid "" -":abbr:`SSAO (Screen-Space Ambient Occlusion)` looks best when combined with " -"a real source of indirect light, like VoxelGI:" -msgstr "" - -msgid "" -"Tweaking :abbr:`SSAO (Screen-Space Ambient Occlusion)` is possible with " -"several parameters:" -msgstr "" - -msgid "" -"**Radius:** The distance at which objects can occlude each other when " -"calculating screen-space ambient occlusion. Higher values will result in " -"occlusion over a greater distance at the cost of performance and quality." -msgstr "" - -msgid "" -"**Intensity:** The primary screen-space ambient occlusion intensity. Acts as " -"a multiplier for the screen-space ambient occlusion effect. A higher value " -"results in darker occlusion. Since :abbr:`SSAO (Screen-Space Ambient " -"Occlusion)` is a screen-space effect, it's recommended to remain " -"conservative with this value. :abbr:`SSAO (Screen-Space Ambient Occlusion)` " -"that is too strong can be distracting during gameplay." -msgstr "" - -msgid "" -"**Power:** The distribution of occlusion. A higher value results in darker " -"occlusion, similar to **Intensity**, but with a sharper falloff." -msgstr "" - -msgid "" -"**Detail:** Sets the strength of the additional level of detail for the " -"screen-space ambient occlusion effect. A high value makes the detail pass " -"more prominent, but it may contribute to aliasing in your final image." -msgstr "" - -msgid "" -"**Horizon:** The threshold for considering whether a given point on a " -"surface is occluded or not represented as an angle from the horizon mapped " -"into the 0.0-1.0 range. A value of 1.0 results in no occlusion." -msgstr "" - -msgid "" -"**Sharpness:** The amount that the screen-space ambient occlusion effect is " -"allowed to blur over the edges of objects. Setting too high will result in " -"aliasing around the edges of objects. Setting too low will make object edges " -"appear blurry." -msgstr "" - -msgid "" -"**Light Affect:** The screen-space ambient occlusion intensity in direct " -"light. In real life, ambient occlusion only applies to indirect light, which " -"means its effects can't be seen in direct light. Values higher than 0 will " -"make the :abbr:`SSAO (Screen-Space Ambient Occlusion)` effect visible in " -"direct light. Values above ``0.0`` are not physically accurate, but some " -"artists prefer this effect." -msgstr "" - -msgid "Screen-Space Indirect Lighting (SSIL)" -msgstr "" - -msgid "" -":abbr:`SSIL (Screen-Space Indirect Lighting)` provides indirect lighting for " -"small details or dynamic geometry that other global illumination techniques " -"cannot cover. This applies to bounced diffuse lighting, but also emissive " -"materials. When :abbr:`SSIL (Screen-Space Indirect Lighting)` is enabled on " -"its own, the effect may not be that noticeable, which is intended." -msgstr "" - -msgid "" -"Instead, :abbr:`SSIL (Screen-Space Indirect Lighting)` is meant to be used " -"as a *complement* to other global illumination techniques such as VoxelGI, " -"SDFGI and LightmapGI. :abbr:`SSIL (Screen-Space Indirect Lighting)` also " -"provides a subtle ambient occlusion effect, similar to SSAO but with less " -"detail." -msgstr "" - -msgid "" -"This feature only provides indirect lighting. It is not a full global " -"illumination solution. This makes it different from screen-space global " -"illumination (SSGI) offered by other 3D engines. :abbr:`SSIL (Screen-Space " -"Indirect Lighting)` can be combined with :abbr:`SSR (Screen-Space " -"Reflections)` and/or :abbr:`SSAO (Screen-Space Ambient Occlusion)` for " -"greater visual quality (at the cost of performance)." -msgstr "" - -msgid "" -"Tweaking :abbr:`SSIL (Screen-Space Indirect Lighting)` is possible with " -"several parameters:" -msgstr "" - -msgid "" -"**Radius:** The distance that bounced lighting can travel when using the " -"screen space indirect lighting effect. A larger value will result in light " -"bouncing further in a scene, but may result in under-sampling artifacts " -"which look like long spikes surrounding light sources." -msgstr "" - -msgid "" -"**Intensity:** The brightness multiplier for the screen-space indirect " -"lighting effect. A higher value will result in brighter light." -msgstr "" - -msgid "" -"**Sharpness:** The amount that the screen-space indirect lighting effect is " -"allowed to blur over the edges of objects. Setting too high will result in " -"aliasing around the edges of objects. Setting too low will make object edges " -"appear blurry." -msgstr "" - -msgid "" -"**Normal Rejection:** Amount of normal rejection used when calculating " -"screen-space indirect lighting. Normal rejection uses the normal of a given " -"sample point to reject samples that are facing away from the current pixel. " -"Normal rejection is necessary to avoid light leaking when only one side of " -"an object is illuminated. However, normal rejection can be disabled if light " -"leaking is desirable, such as when the scene mostly contains emissive " -"objects that emit light from faces that cannot be seen from the camera." -msgstr "" - -msgid "Signed Distance Field Global Illumination (SDFGI)" -msgstr "" - -msgid "" -"Signed distance field global illumination (SDFGI) is a form of real-time " -"global illumination. It is not a screen-space effect, which means it can " -"provide global illumination for off-screen elements (unlike :abbr:`SSIL " -"(Screen-Space Indirect Lighting)`)." -msgstr "" - -msgid "" -"See :ref:`doc_using_sdfgi` for instructions on setting up this global " -"illumination technique." -msgstr "" - -msgid "Glow" -msgstr "" - -msgid "" -"In photography and film, when light amount exceeds the maximum *luminance* " -"(brightness) supported by the media, it generally bleeds outwards to darker " -"regions of the image. This is simulated in Godot with the **Glow** effect." -msgstr "" - -msgid "" -"By default, even if the effect is enabled, it will be weak or invisible. One " -"of two conditions need to happen for it to actually show:" -msgstr "" - -msgid "" -"The light in a pixel surpasses the **HDR Threshold** (where 0 is all light " -"surpasses it, and 1.0 is light over the tonemapper **White** value). " -"Normally, this value is expected to be at 1.0, but it can be lowered to " -"allow more light to bleed. There is also an extra parameter, **HDR Scale**, " -"that allows scaling (making brighter or darker) the light surpassing the " -"threshold." -msgstr "" - -msgid "" -"The **Bloom** property has a value greater than ``0.0``. As it increases, it " -"sends the whole screen to the glow processor at higher amounts." -msgstr "" - -msgid "Both will cause the light to start bleeding out of the brighter areas." -msgstr "" - -msgid "Once glow is visible, it can be controlled with a few extra parameters:" -msgstr "" - -msgid "" -"**Intensity** is an overall scale for the effect, it can be made stronger or " -"weaker (``0.0`` removes it)." -msgstr "" - -msgid "" -"**Strength** is how strong the gaussian filter kernel is processed. Greater " -"values make the filter saturate and expand outwards. In general, changing " -"this is not needed, as the size can be adjusted more efficiently with the " -"**Levels**." -msgstr "" - -msgid "The **Blend Mode** of the effect can also be changed:" -msgstr "" - -msgid "" -"**Additive** is the strongest one, as it only adds the glow effect over the " -"image with no blending involved. In general, it's too strong to be used, but " -"can look good with low-intensity **Bloom** (produces a dream-like effect)." -msgstr "" - -msgid "" -"**Screen** ensures glow never brightens more than itself and it works great " -"as an all around." -msgstr "" - -msgid "" -"**Softlight** is the default and weakest one, producing only a subtle color " -"disturbance around the objects. This mode works best on dark scenes." -msgstr "" - -msgid "" -"**Replace** can be used to blur the whole screen or debug the effect. It " -"only shows the glow effect without the image below." -msgstr "" - -msgid "" -"**Mix** mixes the glow effect with the main image. This can be used for " -"greater artistic control. The mix factor is controlled by the **Mix** " -"property which appears above the blend mode (only when the blend mode is set " -"to Mix). High mix factor values will appear to darken the image unless " -"**Bloom** is increased." -msgstr "" - -msgid "" -"To change the glow effect size and shape, Godot provides **Levels**. Smaller " -"levels are strong glows that appear around objects, while large levels are " -"hazy glows covering the whole screen:" -msgstr "" - -msgid "" -"The real strength of this system, though, is to combine levels to create " -"more interesting glow patterns:" -msgstr "" - -msgid "" -"Finally, the glow effect can be controlled using a *glow map*, which is a " -"texture that determines how bright glow should be on each part of the " -"screen. This texture can optionally be colored to tint the glow effect to " -"the glow map's color. The texture is stretched to fit the viewport, so using " -"an aspect ratio that matches your viewport's most common aspect ratio (such " -"as 16:9) is recommended to avoid visible distortion." -msgstr "" - -msgid "There are 2 main use cases for a glow map texture:" -msgstr "" - -msgid "Create a \"lens dirt\" effect using a dirt pattern texture." -msgstr "" - -msgid "" -"Make glow less strong on specific parts of the screen by using a gradient " -"texture." -msgstr "" - -msgid "" -"Glow can be used in 2D as well. To do so, set the environment background " -"mode to **Canvas** then enable glow as usual. You may have to decrease " -"**Glow HDR Threshold** to see a difference." -msgstr "" - -msgid "Adjustments" -msgstr "" - -msgid "" -"At the end of processing, Godot offers the possibility to do some standard " -"image adjustments." -msgstr "" - -msgid "**Basic BCS adjustments**" -msgstr "" - -msgid "" -"The first adjustment is being able to change the typical **Brightness**, " -"**Contrast**, and **Saturation** properties:" -msgstr "" - -#, fuzzy -msgid "**Color correction using a 1D gradient**" -msgstr "Värikorjaus yhdellä ulottuvuudella." - -msgid "" -"The second adjustment is by supplying a color correction gradient. This can " -"be done by assigning a GradientTexture1D resource to the **Color " -"Correction** property, or by loading a texture containing a horizontal " -"gradient. The leftmost part of the gradient represents black in the source " -"image, whereas the rightmost part of the gradient represents white in the " -"source image." -msgstr "" - -msgid "" -"A linear black-to-white gradient like the following one will produce no " -"effect:" -msgstr "" - -msgid "" -"But creating custom ones will allow to map each channel to a different color:" -msgstr "" - -#, fuzzy -msgid "**Color correction using a 3D LUT**" -msgstr "Värikorjaus yhdellä ulottuvuudella." - -msgid "" -"A 3D look-up-texture (LUT) can also be used for color correction. This is a " -"special texture used to modify each color channel separately from one " -"another (red, green, blue). This image can be of any resolution, but since " -"color correction is low-frequency data, sticking to low resolutions is " -"recommended for performance reasons. A LUT texture's resolution is typically " -"17×17×17, 33×33×33, 51×51×51 or 65×65×65 (the odd size allows for better " -"interpolation)." -msgstr "" - -msgid "" -"For this to work, the look-up texture's import mode must be set to Texture3D " -"in the Import dock (instead of being imported as a regular Texture2D):" -msgstr "" - -msgid "" -"Make sure to configure the number of horizontal and vertical slices to " -"import as well. If you don't do this, the LUT texture will not affect the " -"viewport correctly when used. You can preview how the 3D texture was " -"imported by double-clicking it, in the FileSystem dock, then going to the " -"inspector to flip through the texture's layers." -msgstr "" - -msgid "" -"You can use this neutral 33×33×33 LUT template as a base (right-click and " -"choose **Save as…**):" -msgstr "" - -msgid "" -"With the above LUT template, after changing its import mode to " -"**Texture3D**, set its number of **Horizontal** slices to ``33`` in the " -"Import dock then click **Reimport**. If you load this LUT into the **Color " -"Correction** property, you won't see any visible difference for now since " -"this texture is designed to be a neutral starting point." -msgstr "" - -msgid "" -"This LUT template can be modified in an image editor to provide a different " -"mood to the image. A common workflow is to place the LUT image next to a " -"screenshot of the project's 3D viewport, then use an image editor to modify " -"both the LUT image and the screenshot at the same time. The LUT can then be " -"saved and applied to the game engine to perform the same color correction in " -"real-time." -msgstr "" - -msgid "" -"For example, modifying the LUT template in an image editor to give it a " -"\"sepia\" look results in the image on the right:" -msgstr "" - -msgid "" -"Adjustments and color correction are applied *after* tonemapping. This means " -"the tonemapping properties defined above still have an effect when " -"adjustments are enabled." -msgstr "" - -#, fuzzy -msgid "Camera attribute options" -msgstr "kameran animaatio" - -msgid "Depth of Field / Far Blur" -msgstr "" - -msgid "" -"This effect simulates focal distance on cameras. It blurs objects behind a " -"given range. It has an initial **Distance** with a **Transition** region (in " -"world units):" -msgstr "" - -msgid "" -"The **Amount** parameter controls the amount of blur. For larger blurs, " -"tweaking the **Quality** may be needed in order to avoid artifacts." -msgstr "" - -msgid "Depth of Field / Near Blur" -msgstr "" - -msgid "" -"This effect simulates focal distance on cameras. It blurs objects close to " -"the camera (acts in the opposite direction as far blur). It has an initial " -"**Distance** with a **Transition** region (in world units):" -msgstr "" - -msgid "" -"It is common to use both blurs together to focus the viewer's attention on a " -"given object, or create a so-called `\"tilt shift\" effect `__." -msgstr "" - -msgid "" -"When using CameraAttributesPhysical instead of CameraAttributesPractical, " -"depth of field is automatically computed from the camera attributes' focus " -"distance, focal length, and aperture." -msgstr "" - -#, fuzzy -msgid "Exposure" -msgstr "Vie" - -msgid "" -"This multiplies the overall scene brightness visible from the camera. Higher " -"values result in a visually brighter scene." -msgstr "" - -msgid "Auto Exposure" -msgstr "" - -msgid "" -"Even though, in most cases, lighting and texturing are heavily artist " -"controlled, Godot supports a basic high dynamic range implementation with " -"the auto exposure mechanism. This is generally used to add realism when " -"combining interior areas with low light and bright outdoor areas. Auto " -"exposure simulates the camera (or eye) in an effort to adapt between light " -"and dark locations and their different amounts of light." -msgstr "" - -msgid "" -"Auto exposure needs to evaluate the scene's brightness every frame, which " -"has a moderate performance cost. Therefore, it's recommended to leave Auto " -"Exposure disabled if it doesn't make much of a difference in your scene." -msgstr "" - -msgid "" -"The simplest way to use auto exposure is to make sure outdoor lights (or " -"other strong lights) have energy beyond 1.0. This is done by tweaking their " -"**Energy** multiplier (on the Light itself). To make it consistent, the " -"**Sky** usually needs to use the energy multiplier too, to match with the " -"directional light. Normally, values between 3.0 and 6.0 are enough to " -"simulate indoor-outdoor conditions." -msgstr "" - -msgid "" -"By combining Auto Exposure with :ref:" -"`doc_environment_and_post_processing_glow` post-processing, pixels that go " -"over the tonemap **White** will bleed to the glow buffer, creating the " -"typical bloom effect in photography." -msgstr "" - -msgid "" -"The user-controllable values in the Auto Exposure section come with sensible " -"defaults, but you can still tweak them:" -msgstr "" - -msgid "" -"**Scale:** Value to scale the lighting. Higher values produce brighter " -"images, and lower values produce darker ones." -msgstr "" - -msgid "" -"**Min Sensitivity / Min Exposure Value:** Minimum luminance that auto " -"exposure will aim to adjust for (in ISO when using " -"CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical). " -"Luminance is the average of the light in all the pixels of the screen." -msgstr "" - -msgid "" -"**Max Sensitivity / Max Exposure Value:** Maximum luminance that auto " -"exposure will aim to adjust for (in ISO when using " -"CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical)." -msgstr "" - -msgid "" -"**Speed:** Speed at which luminance corrects itself. The higher the value, " -"the faster luminance correction happens. High values may be more suited to " -"fast-paced games, but can be distracting in some scenarios." -msgstr "" - -msgid "" -"When using CameraAttributesPractical, exposure is set using *sensitivity* " -"defined in ISO instead of an exposure value in EV100. Typical ISO values are " -"between 50 and 3200, with higher values resulting in higher final exposure. " -"In real life, daytime photography generally uses ISO values between 100 and " -"800." -msgstr "" - -msgid "" -"See :ref:`doc_physical_light_and_camera_units` if you wish to use real world " -"units to configure your camera's exposure, field of view and depth of field." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po deleted file mode 100644 index 6468004f75..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ /dev/null @@ -1,173 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Faking global illumination" -msgstr "" - -msgid "Why fake global illumination?" -msgstr "" - -msgid "" -"Godot provides several global illumination (GI) techniques, all with their " -"advantages and drawbacks. Nonetheless, it remains possible to avoid using " -"any GI technique and use a handmade approach instead. There are a few " -"reasons for using a \"handmade\" approach to global illumination instead of " -"VoxelGI, SDFGI or baked lightmaps:" -msgstr "" - -msgid "" -"You need to have good rendering performance, but can't afford going through " -"a potentially cumbersome lightmap baking process." -msgstr "" - -msgid "" -"You need an approach to GI that is fully real-time *and* works in " -"procedurally generated levels." -msgstr "" - -msgid "" -"You need an approach to GI that is fully real-time *and* does not suffer " -"from significant light leaks." -msgstr "" - -msgid "" -"The approaches described below only cover indirect diffuse lighting, not " -"specular lighting. For specular lighting, consider using ReflectionProbes " -"which are usually cheap enough to be used in conjunction with this fake GI " -"approach." -msgstr "" - -msgid "" -"Not sure if faking global illumination with lights is suited to your needs? " -"See :ref:`doc_introduction_to_global_illumination_comparison` for a " -"comparison of GI techniques available in Godot 4." -msgstr "" - -msgid "Faking DirectionalLight3D global illumination" -msgstr "" - -msgid "" -"While the sky provides its own directional lighting, the scene's main " -"DirectionalLight3D node typically emits a large amount of light. When using " -"a GI technique, this light would be reflected on solid surfaces and would " -"bounce back on most outdoors shaded surfaces." -msgstr "" - -msgid "" -"We can fake this by adding a second DirectionalLight3D node with the " -"following changes:" -msgstr "" - -msgid "" -"Rotate the light by 180 degrees. This allows it to represent lighting " -"bounced by the main DirectionalLight3D node." -msgstr "" - -msgid "" -"Set **Shadows** to **Off**. This reduces the secondary light's performance " -"burden while also allowing shaded areas to receive *some* lighting (which is " -"what we want here)." -msgstr "" - -msgid "" -"Set **Energy** to 10-40% of the original value. There is no \"perfect\" " -"value, so experiment with various energy values depending on the light and " -"your typical material colors." -msgstr "" - -msgid "" -"Set **Specular** to ``0.0``. Indirect lighting shouldn't emit visible " -"specular lobes, so we need to disable specular lighting entirely for the " -"secondary light." -msgstr "" - -msgid "" -"This approach works best in scenes that are mostly outdoors. When going " -"indoors, the secondary DirectionalLight3D's light will still be visible as " -"this light has shadows disabled." -msgstr "" - -msgid "" -"This can be worked around by smoothly decreasing the secondary " -"DirectionalLight3D's energy when entering an indoor area (and doing the " -"opposite when leaving the indoor area). For instance, this can be achieved " -"using an Area3D node and AnimationPlayer." -msgstr "" - -msgid "Faking positional light global illumination" -msgstr "" - -msgid "" -"It's possible to follow the same approach as DirectionalLight3D for " -"positional lights (OmniLight3D and SpotLight3D). However, this will require " -"more manual work as this operation needs to be repeated for every positional " -"light node in the scene to look good." -msgstr "" - -msgid "" -"In an ideal scenario, additional OmniLight3Ds should be added at every " -"location where a significant amount of light hits a bright enough surface. " -"However, due to time constraints, this isn't always easily feasible " -"(especially when performing procedural level generation)." -msgstr "" - -msgid "" -"If you're in a hurry, you can place a secondary OmniLight3D node at the same " -"position as the main OmniLight3D node. You can add this node as a child of " -"the main OmniLight3D node to make it easy to move and hide both nodes at the " -"same time." -msgstr "" - -msgid "In the secondary OmniLight3D node, perform the following changes:" -msgstr "" - -msgid "" -"Increase the light's **Range** by 25-50%. This allows the secondary light to " -"lighten what was previously not lit by the original light." -msgstr "" - -msgid "" -"Set **Energy** to 10-40% of the original value. There is no \"perfect\" " -"value, so experiment with various energy values depending on the light and " -"its surroundings." -msgstr "" - -msgid "" -"Set **Specular** to 0. Indirect lighting shouldn't emit visible specular " -"lobes, so we need to disable specular lighting entirely for the secondary " -"light." -msgstr "" - -msgid "" -"For SpotLight3D, the same trick can be used. In this case, the secondary " -"OmniLight3D should be placed in a way that reflects where *most* light will " -"be bounced. This is usually close to the SpotLight3D's primary impact " -"location." -msgstr "" - -msgid "" -"In the example below, a SpotLight3D node is used to light up the room's " -"floor. However, since there is no indirect lighting, the rest of the room " -"remains entirely dark. In real life, the room's walls and ceiling would be " -"lit up by light bouncing around. Using an OmniLight3D node positioned " -"between the SpotLight3D's origin and the floor allows simulating this effect:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/index.po deleted file mode 100644 index 0e17067d1b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Global illumination" -msgstr "Kuvapisteen valmismuuttujat" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po deleted file mode 100644 index c8a56901ec..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ /dev/null @@ -1,574 +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 , 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 \n" -"Language-Team: LANGUAGE \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 global illumination" -msgstr "Tutustuminen CSG-solmuihin" - -#, fuzzy -msgid "What is global illumination?" -msgstr "Dokumentaatiosta" - -msgid "" -"*Global illumination* is a catch-all term used to describe a system of " -"lighting that uses both direct light (light that comes directly from a light " -"source) and indirect light (light that bounces from a surface). In a 3D " -"rendering engine, global illumination is one of the most important elements " -"to achieving realistic lighting. Global illumination aims to mimic how light " -"behaves in real life, such as light bouncing on surfaces and light being " -"emitted from emissive materials." -msgstr "" - -msgid "" -"In the example below, the entire scene is illuminated by an emissive " -"material (the white square at the top). The white wall and ceiling on the " -"back is tinted red and green close to the walls, as the light bouncing on " -"the colored walls is being reflected back onto the rest of the scene." -msgstr "" - -msgid "Global illumination is composed of several key concepts:" -msgstr "" - -msgid "Indirect diffuse lighting" -msgstr "" - -msgid "" -"This is the lighting that does not change depending on the camera's angle. " -"There are two main sources of indirect diffuse lighting:" -msgstr "" - -msgid "" -"Light *bouncing* on surfaces. This bounced lighting is multiplied with the " -"material's albedo color. The bounced lighting can then be reflected by other " -"surfaces, with decreasing impact due to light attenuation. In real life, " -"light bounces an infinite number of times. However, for performance reasons, " -"this can't be simulated in a game engine. Instead, the number of bounces is " -"typically limited to 1 or 2 (or up to 16 when baking lightmaps). A greater " -"number of bounces will lead to more realistic light falloff in shaded areas, " -"at the cost of lower performance or greater bake times." -msgstr "" - -msgid "" -"Emissive materials can also emit light that can be bounced on surfaces. This " -"acts as a form of *area lighting*. Instead of having an infinitely small " -"point emit light using an OmniLight3D or SpotLight3D node, an area of a " -"determined size will emit light using its own surface." -msgstr "" - -msgid "" -"Direct diffuse lighting is already handled by the light nodes themselves, " -"which means that global illumination algorithms only try to represent " -"indirect lighting." -msgstr "" - -msgid "" -"Different global illumination techniques offer varying levels of accuracy to " -"represent indirect diffuse lighting. See the comparison table at the bottom " -"of this page for more information." -msgstr "" - -msgid "" -"To provide more accurate ambient occlusion for small objects, screen-space " -"ambient occlusion (SSAO) can be enabled in the :ref:`environment " -"` settings. SSAO has a significant " -"performance cost, so make sure to disable it when targeting low-end hardware." -msgstr "" - -msgid "" -"Indirect diffuse lighting may be a source of color banding in scenes with no " -"detailed textures. This results in light gradients not being smooth, but " -"having a visible \"stepping\" effect instead. See the :ref:" -"`doc_3d_rendering_limitations_color_banding` section in the 3D rendering " -"limitations documentation for ways to reduce this effect." -msgstr "" - -#, fuzzy -msgid "Specular lighting" -msgstr "Skriptaus" - -msgid "" -"Specular lighting is also referred to as *reflections*. This is the lighting " -"that changes in intensity depending on the camera's angle. This specular " -"lighting can be *direct* or *indirect*." -msgstr "" - -msgid "" -"Most global illumination techniques offer a way to render specular lighting. " -"However, the degree of accuracy at which specular lighting is rendered " -"varies greatly from technique to technique. See the comparison table at the " -"bottom of this page for more information." -msgstr "" - -msgid "" -"To provide more accurate reflections for small objects, screen-space " -"reflections (SSR) can be enabled in the :ref:`environment " -"` settings. SSR has a significant " -"performance cost (even more so than SSAO), so make sure to disable it when " -"targeting low-end hardware." -msgstr "" - -#, fuzzy -msgid "Which global illumination technique should I use?" -msgstr "Mitä minun tulisi käyttää?" - -msgid "" -"When determining a global illumination (GI) technique to use, there are " -"several criteria to keep in mind:" -msgstr "" - -msgid "" -"**Performance.** Real-time GI techniques are usually more expensive compared " -"to semi-real-time or baked techniques. Note that most of the cost in GI " -"rendering is spent on the GPU, rather than the CPU." -msgstr "" - -msgid "" -"**Visuals.** On top of not performing the best, real-time GI techniques " -"generally don't provide the best visual output. This is especially the case " -"in a mostly static scene where the dynamic nature of real-time GI is not " -"easily noticeable. If maximizing visual quality is your goal, baked " -"techniques will often look better and will result in fewer light leaks." -msgstr "" - -msgid "" -"**Real-time ability.** Some GI techniques are fully real-time, whereas " -"others are only semi-real-time or aren't real-time at all. Semi-real-time " -"techniques have restrictions that fully real-time techniques don't. For " -"instance, dynamic objects may not contribute emissive lighting to the scene. " -"Non-real-time techniques do not support *any* form of dynamic GI, so it must " -"be faked using other techniques if needed (such as placing positional lights " -"near emissive surfaces). Real-time ability also affects the GI technique's " -"viability in procedurally generated levels." -msgstr "" - -msgid "" -"**User work needed.** Some GI techniques are fully automatic, whereas others " -"require careful planning and manual work on the user's side. Depending on " -"your time budget, some GI techniques may be preferable to others." -msgstr "" - -msgid "" -"Here's a comparison of all the global illumination techniques available in " -"Godot:" -msgstr "" - -msgid "Performance" -msgstr "" - -msgid "In order of performance from fastest to slowest:" -msgstr "" - -#, fuzzy -msgid "**ReflectionProbe:**" -msgstr "**Heijastukset:**" - -msgid "" -"ReflectionProbes with their update mode set to **Always** are much more " -"expensive than probes with their update mode set to **Once** (the default). " -"Suited for integrated graphics when using the **Once** update mode. " -"*Available when using the Forward Mobile backend. Will be available in the " -"Compatibility backend in later releases.*" -msgstr "" - -msgid "**LightmapGI:**" -msgstr "" - -msgid "" -"Lights can be baked with indirect lighting only, or fully baked on a per-" -"light basis to further improve performance. Hybrid setups can be used (such " -"as having a real-time directional light and fully baked positional lights). " -"Directional information can be enabled before baking to improve visuals at a " -"small performance cost (and at the cost of larger file sizes). Suited for " -"integrated graphics. *Available when using the Forward Mobile backend. Will " -"be available in the Compatibility backend in later releases.*" -msgstr "" - -msgid "**VoxelGI:**" -msgstr "" - -msgid "" -"The bake's number of subdivisions can be adjusted to balance between " -"performance and quality. The VoxelGI rendering quality can be adjusted in " -"the Project Settings. The rendering can optionally be performed at half " -"resolution (and then linearly scaled) to improve performance significantly. " -"**Not available** *when using the Forward Mobile or Compatibility backends.*" -msgstr "" - -#, fuzzy -msgid "**Screen-space indirect lighting (SSIL):**" -msgstr "*GLES3:* Ruututilan ambient-peitto." - -msgid "" -"The SSIL quality and number of blur passes can be adjusted in the Project " -"Settings. By default, SSIL rendering is performed at half resolution (and " -"then linearly scaled) to ensure a reasonable performance level. **Not " -"available** *when using the Forward Mobile or Compatibility backends.*" -msgstr "" - -msgid "**SDFGI:**" -msgstr "" - -msgid "" -"The number of cascades can be adjusted to balance performance and quality. " -"The number of rays thrown per frame can be adjusted in the Project Settings. " -"The rendering can optionally be performed at half resolution (and then " -"linearly scaled) to improve performance significantly. **Not available** " -"*when using the Forward Mobile or Compatibility backends.*" -msgstr "" - -#, fuzzy -msgid "Visuals" -msgstr "VisualScript" - -msgid "" -"For comparison, here's a 3D scene with no global illumination options used:" -msgstr "" - -msgid "" -"A 3D scene without any form of global illumination (only constant " -"environment lighting). The box and sphere near the camera are both dynamic " -"objects." -msgstr "" - -msgid "Here's how Godot's various global illumination techniques compare:" -msgstr "" - -msgid "" -"**VoxelGI:** |average| Good reflections and indirect lighting, but beware of " -"leaks." -msgstr "" - -msgid "average" -msgstr "" - -msgid "" -"Due to its voxel-based nature, VoxelGI will exhibit light leaks if walls and " -"floors are too thin. It's recommended to make sure all solid surfaces are at " -"least as thick as one voxel." -msgstr "" - -msgid "" -"Streaking artifacts may also be visible on sloped surfaces. In this case, " -"tweaking the bias properties or rotating the VoxelGI node can help combat " -"this." -msgstr "" - -msgid "VoxelGI in action." -msgstr "" - -msgid "" -"**SDFGI:** |average| Good reflections and indirect lighting, but beware of " -"leaks and visible cascade shifts." -msgstr "" - -msgid "" -"GI level of detail varies depending on the distance between the camera and " -"surface." -msgstr "" - -msgid "" -"Leaks can be reduced significantly by enabling the **Use Occlusion** " -"property. This has a small performance cost, but it often results in fewer " -"leaks compared to VoxelGI." -msgstr "" - -msgid "" -"Cascade shifts may be visible when the camera moves fast. This can be made " -"less noticeable by adjusting the cascade sizes or using fog." -msgstr "" - -msgid "SDFGI in action." -msgstr "" - -msgid "" -"**Screen-space indirect lighting (SSIL):** |average| Good *secondary* source " -"of indirect lighting, but no reflections." -msgstr "" - -msgid "" -"SSIL is designed to be used as a complement to another GI technique such as " -"VoxelGI, SDFGI or LightmapGI. SSIL works best for small-scale details, as it " -"cannot provide accurate indirect lighting for large structures on its own. " -"SSIL can provide real-time indirect lighting in situations where other GI " -"techniques fail to capture small-scale details or dynamic objects. Its " -"screen-space nature will result in some artifacts, especially when objects " -"enter and leave the screen. SSIL works using the last frame's color (before " -"post-processing) which means that emissive decals and custom shaders are " -"included (as long as they're present on screen)." -msgstr "" - -msgid "" -"SSIL in action (without any other GI technique). Notice the emissive " -"lighting around the yellow box." -msgstr "" - -msgid "" -"**LightmapGI:** |good| Excellent indirect lighting, decent reflections " -"(optional)." -msgstr "" - -msgid "good" -msgstr "" - -msgid "" -"This is the only technique where the number of light bounces can be pushed " -"above 2 (up to 16). When directional information is enabled, spherical " -"harmonics (SH) are used to provide blurry reflections." -msgstr "" - -msgid "" -"LightmapGI in action. Only indirect lighting is baked here, but direct light " -"can also be baked." -msgstr "" - -msgid "" -"**ReflectionProbe:** |average| Good reflections, but poor indirect lighting." -msgstr "" - -msgid "" -"Indirect lighting can be disabled, set to a constant color spread throughout " -"the probe, or automatically read from the probe's environment (and applied " -"as a cubemap). This essentially acts as local ambient lighting. Reflections " -"and indirect lighting are blended with other nearby probes." -msgstr "" - -msgid "" -"ReflectionProbe in action (without any other GI technique). Notice the " -"reflective sphere." -msgstr "" - -#, fuzzy -msgid "Real-time ability" -msgstr "**Reaaliaikainen valaistus:**" - -msgid "**VoxelGI:** |good| Fully real-time." -msgstr "" - -msgid "" -"Indirect lighting and reflections are fully real-time. Dynamic objects can " -"receive GI *and* contribute to it with their emissive surfaces. Custom " -"shaders can also emit their own light, which will be emitted accurately." -msgstr "" - -msgid "" -"Viable for procedurally generated levels *if they are generated in advance* " -"(and not during gameplay). Baking requires several seconds or more to " -"complete, but it can be done from both the editor and an exported project." -msgstr "" - -msgid "**SDFGI:** |average| Semi-real-time." -msgstr "" - -msgid "" -"Cascades are generated in real-time, making SDFGI viable for procedurally " -"generated levels (including when structures are generated during gameplay)." -msgstr "" - -msgid "" -"Dynamic objects can *receive* GI, but not *contribute* to it. Emissive " -"lighting will only update when an object enters a cascade, so it may still " -"work for slow-moving objects." -msgstr "" - -msgid "**Screen-space indirect lighting (SSIL):** |good| Fully real-time." -msgstr "" - -msgid "" -"SSIL works with both static and dynamic lights. It also works with both " -"static and dynamic occluders (including emissive materials)." -msgstr "" - -msgid "**LightmapGI:** |bad| Baked, and therefore not real-time." -msgstr "" - -msgid "bad" -msgstr "" - -msgid "" -"Both indirect lighting and SH reflections are baked and can't be changed at " -"run-time. Real-time GI must be :ref:`simulated via other means " -"`, such as real-time positional lights. " -"Dynamic objects receive indirect lighting via light probes, which can be " -"placed automatically or manually by the user (LightmapProbe node). Not " -"viable for procedurally generated levels, as baking lightmaps is only " -"possible from the editor." -msgstr "" - -msgid "**ReflectionProbe:** |average| Optionally real-time." -msgstr "" - -msgid "" -"By default, reflections update when the probe is moved. They update as often " -"as possible if the update mode is set to **Always** (which is expensive)." -msgstr "" - -msgid "" -"Indirect lighting must be configured manually by the user, but can be " -"changed at run-time without causing an expensive computation to happen " -"behind the scenes. This makes ReflectionProbes viable for procedurally " -"generated levels." -msgstr "" - -msgid "User work needed" -msgstr "" - -msgid "**VoxelGI:** One or more VoxelGI nodes need to be created and baked." -msgstr "" - -msgid "" -"Adjusting extents correctly is required to get good results. Additionally " -"rotating the node and baking again can help combat leaks or streaking " -"artifacts in certain situations. Bake times are fast – usually below 10 " -"seconds for a scene of medium complexity." -msgstr "" - -msgid "**SDFGI:** Very little." -msgstr "" - -msgid "" -"SDFGI is fully automatic; it only needs to be enabled in the Environment " -"resource. The only manual work required is to set MeshInstances' bake mode " -"property correctly. No node needs to be created, and no baking is required." -msgstr "" - -msgid "**Screen-space indirect lighting (SSIL):** Very little." -msgstr "" - -msgid "" -"SSIL is fully automatic; it only needs to be enabled in the Environment " -"resource. No node needs to be created, and no baking is required." -msgstr "" - -msgid "**LightmapGI:** Requires UV2 setup and baking." -msgstr "" - -msgid "" -"Static meshes must be reimported with UV2 and lightmap generation enabled. " -"On a dedicated GPU, bake times are relatively fast thanks to the GPU-based " -"lightmap baking – usually below 1 minute for a scene of medium complexity." -msgstr "" - -msgid "**ReflectionProbe:** Placed manually by the user." -msgstr "" - -msgid "Summary" -msgstr "Yhteenveto" - -msgid "If you are unsure about which GI technique to use:" -msgstr "" - -msgid "" -"For desktop games, it's a good idea to start with :ref:`SDFGI " -"` first as it requires the least amount of setup. Move to " -"other GI techniques later if needed. To improve performance on low-end GPUs " -"and integrated graphics, consider adding an option to disable SDFGI or :ref:" -"`VoxelGI ` in your game's settings. SDFGI can be " -"disabled in the Environment resource, and VoxelGI can be disabled by hiding " -"the VoxelGI node(s). To further improve visuals on high-end setups, add an " -"option to enable SSIL in your game's settings." -msgstr "" - -msgid "" -"For mobile games, :ref:`LightmapGI ` and :ref:" -"`ReflectionProbes ` are the only supported options. " -"See also :ref:`doc_introduction_to_global_illumination_alternatives`." -msgstr "" - -#, fuzzy -msgid "" -"You can compare global illumination techniques in action using the `Global " -"Illumination demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "Which global illumination mode should I use on meshes and lights?" -msgstr "" - -msgid "" -"Regardless of which global illumination technique you use, there is no " -"universally \"better\" global illumination mode. Still, here are some " -"recommendations for meshes:" -msgstr "" - -msgid "" -"For static level geometry, use the **Static** global illumination mode " -"*(default)*." -msgstr "" - -msgid "" -"For small dynamic geometry and players/enemies, use the **Disabled** global " -"illumination mode. Small dynamic geometry will not be able to contribute a " -"significant amount of indirect lighting, due to the geometry being smaller " -"than a voxel. If you need indirect lighting for small dynamic objects, it " -"can be simulated using an OmniLight3D or SpotLight3D node parented to the " -"object." -msgstr "" - -msgid "" -"For *large* dynamic level geometry (such as a moving train), use the " -"**Dynamic** global illumination mode. Note that this only has an effect with " -"VoxelGI, as SDFGI and LightmapGI do not support global illumination with " -"dynamic objects." -msgstr "" - -msgid "Here are some recommendations for light bake modes:" -msgstr "" - -msgid "" -"For static level lighting, use the **Static** bake mode. The **Static** mode " -"is also suitable for dynamic lights that don't change much during gameplay, " -"such as a flickering torch." -msgstr "" - -msgid "" -"For short-lived dynamic effects (such as a weapon), use the **Disabled** " -"bake mode to improve performance." -msgstr "" - -msgid "" -"For long-lived dynamic effects (such as a rotating alarm light), use the " -"**Dynamic** bake mode to improve quality *(default)*. Note that this only " -"has an effect with VoxelGI and SDFGI, as LightmapGI does not support global " -"illumination with dynamic lights." -msgstr "" - -msgid "Alternatives to GI techniques" -msgstr "" - -msgid "" -"If none of the GI techniques mentioned above fits, it's still possible to :" -"ref:`simulate GI by placing additional lights manually " -"`. This requires more manual work, but it " -"can offer good performance *and* good visuals if done right. This approach " -"is still used in many modern games to this day." -msgstr "" - -msgid "" -"When targeting low-end hardware in situations where using LightmapGI is not " -"viable (such as procedurally generated levels), relying on environment " -"lighting alone or a constant ambient light factor may be a necessity. This " -"may result in flatter visuals, but adjusting the ambient light color and sky " -"contribution still makes it possible to achieve acceptable results in most " -"cases." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po deleted file mode 100644 index b99b8b5428..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ /dev/null @@ -1,253 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Reflection probes" -msgstr "" - -msgid "" -"As stated in the :ref:`doc_standard_material_3d`, objects can show reflected " -"and/or diffuse light. Reflection probes are used as a source of reflected " -"*and* ambient light for objects inside their area of influence. They can be " -"used to provide more accurate reflections than :ref:`VoxelGI " -"` and :ref:`SDFGI ` while being fairly " -"cheap on system resources." -msgstr "" - -msgid "" -"Since reflection probes can also store ambient light, they can be used as a " -"low-end alternative to VoxelGI and SDFGI when :ref:`baked lightmaps " -"` aren't viable (e.g. in procedurally generated " -"levels)." -msgstr "" - -msgid "" -"Reflection probes can also be used at the same time as screen-space " -"reflections to provide reflections for off-screen objects. In this case, " -"Godot will blend together the screen-space reflections and reflections from " -"reflection probes." -msgstr "" - -msgid "" -"Not sure if ReflectionProbe is suited to your needs? See :ref:" -"`doc_introduction_to_global_illumination_comparison` for a comparison of GI " -"techniques available in Godot 4." -msgstr "" - -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - -msgid "Reflection probe disabled. Environment sky is used as a fallback." -msgstr "" - -msgid "Reflection probe enabled." -msgstr "" - -msgid "" -"By combining reflection probes with screen-space reflections, you can get " -"the best of both worlds: high-quality reflections for general room structure " -"(that remain present when off-screen), while also having real-time " -"reflections for small details." -msgstr "" - -msgid "Reflections in a room using ReflectionProbe only." -msgstr "" - -msgid "" -"Reflections in a room using ReflectionProbe only. Notice how small details " -"don't have any reflections." -msgstr "" - -msgid "Reflections in a room using screen-space reflections only." -msgstr "" - -msgid "" -"Reflections in a room using screen-space reflections only. Notice how the " -"reflection on the sides of the room's walls is partly missing due to being " -"off-screen." -msgstr "" - -msgid "" -"Reflections in a room using ReflectionProbe and screen-space reflections " -"together." -msgstr "" - -msgid "" -"Reflections in a room using ReflectionProbe and screen-space reflections " -"together. The screen-space reflections are blended with the reflection " -"probe, acting as a fallback in situations where the reflection probe fails " -"to display any reflection." -msgstr "" - -#, fuzzy -msgid "Setting up a ReflectionProbe" -msgstr "C# asennus Godotiin" - -msgid "Add a :ref:`class_ReflectionProbe` node." -msgstr "" - -msgid "" -"Configure the ReflectionProbe's extents in the inspector to fit your scene. " -"To get reasonably accurate reflections, you should generally have one " -"ReflectionProbe node per room (sometimes more for large rooms)." -msgstr "" - -msgid "" -"Remember that ReflectionProbe extents don't have to be square, and you can " -"even rotate the ReflectionProbe node to fit rooms that aren't aligned with " -"the X/Z grid. Use this to your advantage to better cover rooms without " -"having to place too many ReflectionProbe nodes." -msgstr "" - -#, fuzzy -msgid "ReflectionProbe properties" -msgstr "Yleiset ominaisuudet" - -msgid "" -"**Update Mode:** Controls when the reflection probe updates. **Once** only " -"renders the scene once every time the ReflectionProbe is moved. This makes " -"it much faster to render compared to the **Always** update mode, which " -"forces the probe to re-render everything around it every frame. Leave this " -"property on **Once** (default) unless you need the reflection probe to " -"update every frame." -msgstr "" - -msgid "" -"**Intensity:** The brightness of the reflections and ambient lighting. This " -"usually doesn't need to be changed from its default value of ``1.0``, but " -"you can decrease it ``1.0`` if you find that reflections look too strong." -msgstr "" - -msgid "" -"**Max Distance:** Controls the maximum distance used by the " -"ReflectionProbe's internal camera. The distance is always at least equal to " -"the **Extents**, but this can be increased to make objects located outside " -"the extents visible in reflections. *This property does not affect the " -"maximum distance at which the ReflectionProbe itself is visible.*" -msgstr "" - -msgid "" -"**Extents:** The area that will be affected by the ReflectionProbe's " -"lighting and reflections." -msgstr "" - -msgid "" -"**Origin Offset:** The origin to use for the internal camera used for " -"reflection probe rendering. This must always be constrained within the " -"**Extents**. If needed, adjust this to prevent the reflection from being " -"obstructed by a solid object located exactly at the center of the " -"ReflectionProbe." -msgstr "" - -msgid "" -"**Box Projection:** Controls whether parallax correction should be used when " -"rendering the reflection probe. This adjusts the reflection's appearance " -"depending on the camera's position (relative to the reflection probe). This " -"has a small performance cost, but the quality increase is often worth it in " -"box-shaped rooms. Note that this effect doesn't work quite as well in rooms " -"with less regular shapes (such as ellipse-shaped rooms)." -msgstr "" - -msgid "" -"**Interior:** If enabled, ambient lighting will not be sourced from the " -"environment sky, and the background sky won't be rendered onto the " -"reflection probe." -msgstr "" - -msgid "" -"**Enable Shadows:** Controls whether real-time light shadows should be " -"rendered within the reflection probe. Enable this to improve reflection " -"quality at the cost of performance. This should be left disabled for " -"reflection probes with the **Always** mode, as it's very expensive to render " -"reflections with shadows every frame. Fully :ref:`baked light " -"` shadows are not affected by this setting and will " -"be rendered in the reflection probe regardless." -msgstr "" - -msgid "" -"**Cull Mask:** Controls which objects are visible in the reflection. This " -"can be used to improve performance by excluding small objects from the " -"reflection. This can also be used to prevent an object from having self-" -"reflection artifacts in situations where **Origin Offset** can't be used." -msgstr "" - -msgid "" -"**Mesh LOD Threshold:** The automatic level of detail threshold to use for " -"rendering meshes within the reflection. This only affects meshes that have " -"automatic LODs generated for them. Higher values can improve performance by " -"using less detailed geometry, especially for objects that are far away from " -"the reflection's origin. The visual difference of using less detailed " -"objects is usually not very noticeable during gameplay, especially in rough " -"reflections." -msgstr "" - -msgid "" -"The Ambient category features several properties to adjust ambient lighting " -"rendered by the ReflectionProbe:" -msgstr "" - -msgid "" -"**Mode:** If set to **Disabled**, no ambient light is added by the probe. If " -"set to **Environment**, the ambient light color is automatically sampled " -"from the environment sky (if **Interior** is disabled) and the reflection's " -"average color. If set to **Constant Color**, the color specified in the " -"**Color** property is used instead. The **Constant Color** mode can be used " -"as an approximation of area lighting." -msgstr "" - -msgid "" -"**Color:** The color to use when the ambient light mode is set to **Constant " -"Mode**." -msgstr "" - -msgid "" -"**Color Energy:** The multiplier to use for the ambient light custom " -"**Color**. This only has an effect when the ambient light mode is **Custom " -"Color**." -msgstr "" - -msgid "ReflectionProbe blending" -msgstr "" - -msgid "" -"To make transitions between reflection sources smoother, Godot supports " -"automatic probe blending:" -msgstr "" - -msgid "" -"Up to 4 ReflectionProbes can be blended together at a given location. A " -"ReflectionProbe will also fade out smoothly back to environment lighting " -"when it isn't touching any other ReflectionProbe node." -msgstr "" - -msgid "" -"SDFGI and VoxelGI will blend in smoothly with ReflectionProbes if used. This " -"allows placing ReflectionProbes strategically to get more accurate (or fully " -"real-time) reflections where needed, while still having rough reflections " -"available in the VoxelGI or SDFGI's area of influence." -msgstr "" - -msgid "" -"To make several ReflectionProbes blend with each other, you need to have " -"part of each ReflectionProbe overlap each other's area. The extents should " -"only overlap as little possible with other reflection probes to improve " -"rendering performance (typically a few units in 3D space)." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po deleted file mode 100644 index 8469b147d2..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ /dev/null @@ -1,561 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Lightmap global illumination" -msgstr "" - -msgid "" -"Baked lightmaps are a workflow for adding indirect (or fully baked) lighting " -"to a scene. Unlike the :ref:`VoxelGI ` and :ref:`SDFGI " -"` approaches, baked lightmaps work fine on low-end PCs and " -"mobile devices, as they consume almost no resources at run-time. Also unlike " -"VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct " -"lighting, which provides even further performance gains." -msgstr "" - -msgid "" -"Unlike VoxelGI and SDFGI, baked lightmaps are completely static. Once baked, " -"they can't be modified at all. They also don't provide the scene with " -"reflections, so using :ref:`doc_reflection_probes` together with it on " -"interiors (or using a Sky on exteriors) is a requirement to get good quality." -msgstr "" - -msgid "" -"As they are baked, they have fewer problems than VoxelGI and SDFGI regarding " -"light bleeding, and indirect light will often look better. The downside is " -"that baking lightmaps takes longer compared to baking VoxelGI. While baking " -"VoxelGI can be done in a matter of seconds, baking lightmaps can take " -"several minutes if not more. This can slow down iteration speed " -"significantly, so it is recommended to bake lightmaps only when you actually " -"need to see changes in lighting. Since Godot 4.0, lightmaps are baked on the " -"GPU, making light baking faster if you have a mid-range or high-end " -"dedicated GPU." -msgstr "" - -msgid "" -"Baking lightmaps will also reserve baked materials' UV2 slot, which means " -"you can no longer use it for other purposes in materials (either in the " -"built-in :ref:`doc_standard_material_3d` or in custom shaders)." -msgstr "" - -msgid "" -"Despite their lack of flexibility, baked lightmaps typically offer both the " -"best quality *and* performance at the same time in (mostly) static scenes. " -"This makes lightmaps still popular in game development, despite lightmaps " -"being the oldest technique for global illumination in video games." -msgstr "" - -msgid "" -"Not sure if LightmapGI is suited to your needs? See :ref:" -"`doc_introduction_to_global_illumination_comparison` for a comparison of GI " -"techniques available in Godot 4." -msgstr "" - -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - -msgid "LightmapGI disabled." -msgstr "" - -msgid "LightmapGI enabled (with indirect light baked only)." -msgstr "" - -msgid "" -"LightmapGI enabled (with indirect light baked only). Direct light is still " -"real-time, allowing for subtle changes during gameplay." -msgstr "" - -msgid "LightmapGI enabled (with direct and indirect light baked)." -msgstr "" - -msgid "" -"LightmapGI enabled (with direct and indirect light baked). Best performance, " -"but lower quality visuals. Notice the blurrier sun shadow in the top-right " -"corner." -msgstr "" - -msgid "" -"Here are some comparisons of how LightmapGI vs. VoxelGI look. Notice that " -"lightmaps are more accurate, but also suffer from the fact that lighting is " -"on an unwrapped texture, so transitions and resolution may not be that good. " -"VoxelGI looks less accurate (as it's an approximation), but smoother overall." -msgstr "" - -msgid "" -"SDFGI is also less accurate compared to LightmapGI. However, SDFGI can " -"support large open worlds without any need for baking." -msgstr "" - -msgid "Setting up" -msgstr "" - -msgid "" -"First of all, before the lightmapper can do anything, the objects to be " -"baked need an UV2 layer and a texture size. An UV2 layer is a set of " -"secondary texture coordinates that ensures any face in the object has its " -"own place in the UV map. Faces must not share pixels in the texture." -msgstr "" - -msgid "" -"There are a few ways to ensure your object has a unique UV2 layer and " -"texture size:" -msgstr "" - -msgid "Unwrap on scene import (recommended)" -msgstr "" - -msgid "" -"In most scenarios, this is the best approach to use. The only downside is " -"that, on large models, unwrapping can take a while on import. Nonetheless, " -"Godot will cache the UV2 across reimports, so it will only be regenerated " -"when needed." -msgstr "" - -msgid "" -"Select the imported scene in the filesystem dock, then go to the **Import** " -"dock. There, the following option can be modified:" -msgstr "" - -msgid "" -"The **Meshes > Light Baking** option must be set to **Static Lightmaps " -"(VoxelGI/SDFGI/LightmapGI)**:" -msgstr "" - -msgid "" -"When unwrapping on import, you can adjust the texture size using the " -"**Meshes > Lightmap Texel Size** option. *Lower* values will result in more " -"detailed lightmaps, possibly resulting in higher visual quality at the cost " -"of longer bake times and larger lightmap file sizes. The default value of " -"``0.2`` is suited for small/medium-sized scenes, but you may want to " -"increase it to ``0.5`` or even more for larger scenes. This is especially " -"the case if you're baking indirect lighting only, as indirect light is low-" -"frequency data (which means it doesn't need high-resolution textures to be " -"accurately represented)." -msgstr "" - -msgid "" -"The effect of setting this option is that all meshes within the scene will " -"have their UV2 maps properly generated." -msgstr "" - -msgid "" -"When reusing a mesh within a scene, keep in mind that UVs will be generated " -"for the first instance found. If the mesh is re-used with different scales " -"(and the scales are wildly different, more than half or twice), this will " -"result in inefficient lightmaps. To avoid this, adjust the **Lightmap " -"Scale** property in the GeometryInstance3D section of a MeshInstance3D node. " -"This lets you *increase* the level of lightmap detail for specific " -"MeshInstance3D nodes (but not decrease it)." -msgstr "" - -msgid "" -"Also, the ``*.unwrap_cache`` files should *not* be ignored in version " -"control as these files guarantee that UV2 reimports are consistent across " -"platforms and engine versions." -msgstr "" - -msgid "Unwrap from within Godot" -msgstr "" - -msgid "" -"If this Mesh menu operation is used on an imported 3D scene, the generated " -"UV2 will be lost when the scene is reloaded." -msgstr "" - -msgid "" -"Godot has an option to unwrap meshes and visualize the UV channels. After " -"selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the " -"top of the 3D editor viewport:" -msgstr "" - -msgid "" -"This will generate a second set of UV2 coordinates which can be used for " -"baking. It will also set the texture size automatically." -msgstr "" - -msgid "Unwrap from your 3D modeling software" -msgstr "" - -msgid "" -"The last option is to do it from your favorite 3D app. This approach is " -"generally **not recommended**, but it's explained so that you know it " -"exists. The main advantage is that, on complex objects that you may want to " -"re-import a lot, the texture generation process can be quite costly within " -"Godot, so having it unwrapped before import can be faster." -msgstr "" - -msgid "Simply do an unwrap on the second UV2 layer." -msgstr "" - -msgid "" -"Then import the 3D scene normally. Remember you will need to set the texture " -"size on the mesh after import." -msgstr "" - -msgid "" -"If you use external meshes on import, the size will be kept. Be wary that " -"most unwrappers in 3D modeling software are not quality-oriented, as they " -"are meant to work quickly. You will mostly need to use seams or other " -"techniques to create better unwrapping." -msgstr "" - -msgid "Generating UV2 for primitive meshes" -msgstr "" - -msgid "" -"This option is only available for primitive meshes such as :ref:" -"`class_BoxMesh`, :ref:`class_CylinderMesh`, :ref:`class_PlaneMesh`, etc." -msgstr "" - -msgid "" -"Enabling UV2 on primitive meshes allows you to make them receive and " -"contribute to baked lighting. This can be used in certain lighting setups. " -"For instance, you could hide a torus that has an emissive material after " -"baking lightmaps to create an area light that follows the shape of a torus." -msgstr "" - -msgid "" -"By default, primitive meshes do not have UV2 generated to save resources (as " -"these meshes may be created during gameplay). You can edit a primitive mesh " -"in the inspector and enable **Add UV2** to make the engine procedurally " -"generate UV2 for a primitive mesh. The default **UV2 Padding** value is " -"tuned to avoid most lightmap bleeding, without wasting too much space on the " -"edges. If you notice lightmap bleeding on a specific primitive mesh only, " -"you may have to increase **UV2 Padding**." -msgstr "" - -msgid "" -"**Lightmap Size Hint** represents the size taken by a single mesh on the " -"lightmap texture, which varies depending on the mesh's size properties and " -"the **UV2 Padding** value. **Lightmap Size Hint** should not be manually " -"changed, as any modifications will be lost when the scene is reloaded." -msgstr "" - -msgid "Checking UV2" -msgstr "" - -msgid "" -"In the **Mesh** menu mentioned before, the UV2 texture coordinates can be " -"visualized. If something is failing, double-check that the meshes have these " -"UV2 coordinates:" -msgstr "" - -msgid "Setting up the scene" -msgstr "Skenen pystytys" - -msgid "" -"Before anything is done, a **LightmapGI** node needs to be added to a scene. " -"This will enable light baking on all nodes (and sub-nodes) in that scene, " -"even on instanced scenes." -msgstr "" - -msgid "" -"A sub-scene can be instanced several times, as this is supported by the " -"baker. Each instance will be assigned a lightmap of its own. To avoid issues " -"with inconsistent lightmap texel scaling, make sure to respect the rule " -"about mesh scaling mentioned before." -msgstr "" - -msgid "Setting up meshes" -msgstr "" - -msgid "" -"For a **MeshInstance3D** node to take part in the baking process, it needs " -"to have its bake mode set to **Static**. Meshes that have their bake mode " -"set to **Disabled** or **Dynamic** will be ignored by the lightmapper." -msgstr "" - -msgid "" -"When auto-generating lightmaps on scene import, this is enabled " -"automatically." -msgstr "" - -msgid "Setting up lights" -msgstr "" - -msgid "" -"Lights are baked with indirect light only by default. This means that " -"shadowmapping and lighting are still dynamic and affect moving objects, but " -"light bounces from that light will be baked." -msgstr "" - -msgid "" -"Lights can be disabled (no bake) or be fully baked (direct and indirect). " -"This can be controlled from the **Bake Mode** menu in lights:" -msgstr "" - -msgid "The modes are:" -msgstr "Tilat ovat:" - -#, fuzzy -msgid "Disabled" -msgstr "Muuttuja" - -msgid "" -"The light is ignored when baking lightmaps. Keep in mind hiding a light will " -"have no effect for baking, so this must be used instead of hiding the Light " -"node." -msgstr "" - -msgid "" -"This is the mode to use for dynamic lighting effects such as explosions and " -"weapon effects." -msgstr "" - -msgid "Dynamic" -msgstr "" - -msgid "" -"This is the default mode, and is a compromise between performance and real-" -"time friendliness. Only indirect lighting will be baked. Direct light and " -"shadows are still real-time, as they would be without LightmapGI." -msgstr "" - -msgid "" -"This mode allows performing *subtle* changes to a light's color, energy and " -"position while still looking fairly correct. For example, you can use this " -"to create flickering static torches that have their indirect light baked." -msgstr "" - -#, fuzzy -msgid "Static" -msgstr "Staattiset kappaleet." - -msgid "" -"Both indirect and direct lighting will be baked. Since static surfaces can " -"skip lighting and shadow computations entirely, this mode provides the best " -"performance along with smooth shadows that never fade based on distance. The " -"real-time light will not affect baked surfaces anymore, but it will still " -"affect dynamic objects. When using the **All** bake mode on a light, dynamic " -"objects will not cast real-time shadows onto baked surfaces, so you need to " -"use a different approach such as blob shadows instead. Blob shadows can be " -"implemented with a Decal node." -msgstr "" - -msgid "" -"The light will not be adjustable at all during gameplay. Moving the light or " -"changing its color (or energy) will not have any effect on static surfaces." -msgstr "" - -msgid "" -"Since bake modes can be adjusted on a per-light basis, it is possible to " -"create hybrid baked light setups. One popular option is to use a real-time " -"DirectionalLight with its bake mode set to **Dynamic**, and use the " -"**Static** bake mode for OmniLights and SpotLights. This provides good " -"performance while still allowing dynamic objects to cast real-time shadows " -"in outdoor areas." -msgstr "" - -msgid "" -"Fully baked lights can also make use of light nodes' **Size** (omni/spot) or " -"**Angular Distance** (directional) properties. This allows for shadows with " -"realistic penumbra that increases in size as the distance between the caster " -"and the shadow increases. This also has a lower performance cost compared to " -"real-time PCSS shadows, as only dynamic objects have real-time shadows " -"rendered on them." -msgstr "" - -msgid "Baking" -msgstr "" - -msgid "" -"To begin the bake process, click the **Bake Lightmaps** button at the top of " -"the 3D editor viewport when selecting the LightmapGI node:" -msgstr "" - -msgid "" -"This can take from seconds to minutes (or hours) depending on scene size, " -"bake method and quality selected." -msgstr "" - -msgid "" -"Baking lightmaps is a process that can require a lot of video memory, " -"especially if the resulting texture is large. Due to internal limitations, " -"the engine may also crash if the generated texture size is too large (even " -"on systems with a lot of video memory)." -msgstr "" - -msgid "" -"To avoid crashes, make sure the lightmap texel size in the Import dock is " -"set to a high enough value." -msgstr "" - -msgid "Tweaks" -msgstr "" - -msgid "" -"**Quality:** Four bake quality modes are provided: Low, Medium, High, and " -"Ultra. Higher quality takes more time, but result in a better-looking " -"lightmap with less noise. The difference is especially noticeable with " -"emissive materials or areas that get little to no direct lighting. Each bake " -"quality mode can be further adjusted in the Project Settings." -msgstr "" - -msgid "" -"**Bounces:** The number of bounces to use for indirect lighting. The default " -"value (``3``) is a good compromise between bake times and quality. Higher " -"values will make light bounce around more times before it stops, which makes " -"indirect lighting look smoother (but also brighter). During the initial " -"lighting iteration work, it is recommended to decrease the number of bounces " -"to ``1`` to speed up baking. Remember that your scene will be darker when " -"decreasing the number of bounces." -msgstr "" - -msgid "" -"**Directional:** If enabled, stores directional information for lightmaps. " -"This improves normal mapped materials' appearance for baked surfaces, " -"especially with fully baked lights (since they also have direct light " -"baked). The downside is that directional lightmaps are slightly more " -"expensive to render. They also require more time to bake and result in " -"larger file sizes." -msgstr "" - -msgid "" -"**Interior:** If enabled, environment lighting will not be sourced. Use this " -"for purely indoor scenes to avoid light leaks." -msgstr "" - -msgid "" -"**Use Denoiser:** If enabled, uses `OpenImageDenoise `__ to make the lightmap significantly less noisy. " -"This increases bake times and can occasionally introduce artifacts, but the " -"result is often worth it. **All** bake mode on a light, this will turn " -"colored lighting into grayscale lighting. This can be disabled together with " -"HDR to get the smallest possible lightmap file at a given resolution." -msgstr "" - -msgid "" -"**Bias:** The offset value to use for shadows in 3D units. You generally " -"don't need to change this value, except if you run into issues with light " -"bleeding or dark spots in your lightmap after baking. This setting does not " -"affect real-time shadows casted on baked surfaces (for lights with " -"**Dynamic** bake mode)." -msgstr "" - -msgid "" -"**Max Texture Size:** The maximum texture size for the generated texture " -"atlas. Higher values will result in fewer slices being generated, but may " -"not work on all hardware as a result of hardware limitations on texture " -"sizes. Leave this at its default value of ``16384`` if unsure." -msgstr "" - -msgid "" -"**Environment > Mode:** Controls how environment lighting is sourced when " -"baking lightmaps. The default value of **Scene** is suited for levels with " -"visible exterior parts. For purely indoor scenes, set this to **Disabled** " -"to avoid light leaks and speed up baking. This can also be set to **Custom " -"Sky** or **Custom Color** to use environment lighting that differs from the " -"actual scene's environment sky." -msgstr "" - -msgid "" -"**Gen Probes > Subdiv:** See :ref:`doc_using_lightmap_gi_dynamic_objects`." -msgstr "" - -msgid "**Data > Light Data:** See :ref:`doc_using_lightmap_gi_data`." -msgstr "" - -msgid "Balancing bake times with quality" -msgstr "" - -msgid "" -"Since high-quality bakes can take very long (up to dozens of minutes for " -"large complex scenes), it is recommended to use lower quality settings at " -"first. Then, once you are confident with your scene's lighting setup, raise " -"the quality settings and perform a \"final\" bake before exporting your " -"project." -msgstr "" - -msgid "" -"Reducing the lightmap resolution by increasing **Lightmap Texel Size** on " -"the imported 3D scenes will also speed up baking significantly. However, " -"this will require you to reimport all lightmapped 3D scenes before you can " -"bake lightmaps again." -msgstr "" - -msgid "Dynamic objects" -msgstr "" - -msgid "" -"Unlike VoxelGI and SDFGI, dynamic objects receive indirect lighting " -"differently compared to static objects. This is because lightmapping is only " -"performed on static objects." -msgstr "" - -msgid "" -"To display indirect lighting on dynamic objects, a 3D probe system is used, " -"with light probes being spread throughout the scene. When baking lightmaps, " -"the lightmapper will calculate the amount of *indirect* light received by " -"the probe. Direct light is not stored within light probes, even for lights " -"that have their bake mode set to **Static** (as dynamic objects continue to " -"be lit in real-time)." -msgstr "" - -#, fuzzy -msgid "There are 2 ways to add light probes to a scene:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"**Automatic:** Set **Gen Probes > Subdiv** to a value other than " -"**Disabled**, then bake lightmaps. The default is ``8``, but you can choose " -"a greater value to improve precision at the cost of longer bake times and " -"larger output file size." -msgstr "" - -msgid "" -"**Manual:** In addition or as an alternative to generating probes " -"automatically, you can add light probes manually by adding :ref:" -"`class_LightmapProbe` nodes to the scene. This can be used to improve " -"lighting detail in areas frequently travelled by dynamic objects. After " -"placing LightmapProbe nodes in the scene, you must bake lightmaps again for " -"them to be effective." -msgstr "" - -msgid "" -"After baking lightmaps, you will notice white spheres in the 3D scene that " -"represent how baked lighting will affect dynamic objects. These spheres do " -"**not** appear in the running project." -msgstr "" - -msgid "" -"If you want to hide these spheres in the editor, toggle **View > Gizmos > " -"LightmapGI** at the top of the 3D editor (a \"closed eye\" icon indicates " -"the gizmo is hidden)." -msgstr "" - -msgid "Lightmap data" -msgstr "" - -msgid "" -"The **Data > Light Data** property in the LightmapGI node contains the " -"lightmap data after baking. Textures are saved to disk, but this also " -"contains the capture data for dynamic objects, which can be heavy. If you " -"are using a scene in ``.tscn`` format, you should save this resource to an " -"external binary ``.lmbake`` file to avoid bloating the ``.tscn`` scene with " -"binary data encoded in Base64." -msgstr "" - -msgid "" -"The generated EXR file can be viewed and even edited using an image editor " -"to perform post-processing if needed. However, keep in mind that changes to " -"the EXR file will be lost when baking lightmaps again." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po deleted file mode 100644 index 75ec777e8b..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ /dev/null @@ -1,369 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Signed distance field global illumination (SDFGI)" -msgstr "" - -msgid "" -"Signed distance field global illumination (SDFGI) is a novel technique " -"available in Godot 4.0. It provides semi-real-time global illumination that " -"scales to any world size and works with procedurally generated levels." -msgstr "" - -msgid "" -"SDFGI supports dynamic lights, but *not* dynamic occluders or dynamic " -"emissive surfaces. Therefore, SDFGI provides better real-time ability than :" -"ref:`baked lightmaps `, but worse real-time ability " -"than :ref:`VoxelGI `." -msgstr "" - -msgid "" -"From a performance standpoint, SDFGI is one of the most demanding global " -"illumination techniques in Godot. Like with VoxelGI, there are still many " -"settings available to tweak its performance requirements at the cost of " -"quality." -msgstr "" - -msgid "" -"SDFGI is only supported when using the Forward Plus rendering backend, not " -"the Forward Mobile or Compatibility backends." -msgstr "" - -msgid "" -"Not sure if SDFGI is suited to your needs? See :ref:" -"`doc_introduction_to_global_illumination_comparison` for a comparison of GI " -"techniques available in Godot 4." -msgstr "" - -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - -#, fuzzy -msgid "SDFGI disabled." -msgstr "Muuttuja" - -msgid "SDFGI enabled." -msgstr "" - -#, fuzzy -msgid "Setting up SDFGI" -msgstr "Godotin asennus" - -msgid "" -"In Godot, SDFGI is the global illumination technique with the fewest " -"required steps to enable:" -msgstr "" - -msgid "" -"Make sure your MeshInstance nodes have their **Global Illumination > Mode** " -"property set to **Static** in the inspector." -msgstr "" - -msgid "" -"For imported 3D scenes, the bake mode can be configured in the Import dock " -"after selecting the 3D scene file in the FileSystem dock." -msgstr "" - -msgid "Add a WorldEnvironment node and create an Environment resource for it." -msgstr "" - -msgid "" -"Edit the Environment resource, scroll down to the **SDFGI** section and " -"unfold it." -msgstr "" - -msgid "" -"Enable **SDFGI > Enabled**. SDFGI will automatically follow the camera when " -"it moves, so you do not need to configure extents (unlike VoxelGI)." -msgstr "" - -#, fuzzy -msgid "Environment SDFGI properties" -msgstr "Alueen ominaisuudet" - -msgid "" -"In the Environment resource, there are several properties available to " -"adjust SDFGI appearance and quality:" -msgstr "" - -msgid "" -"**Use Occlusion:** If enabled, SDFGI will throw additional rays to find and " -"reduce light leaks. This has a performance cost, so only enable this " -"property if you actually need it." -msgstr "" - -msgid "" -"**Read Sky Light:** If enabled, the environment lighting is represented in " -"the global illumination. This should be enabled in outdoor scenes and " -"disabled in fully indoor scenes." -msgstr "" - -msgid "" -"**Bounce Feedback:** By default, indirect lighting only bounces once when " -"using SDFGI. Setting this value above ``0.0`` will cause SDFGI to bounce " -"more than once, which provides more realistic indirect lighting at a small " -"performance cost. Sensible values are usually between ``0.3`` and ``1.0`` " -"depending on the scene. Note that in some scenes, values above ``0.5`` can " -"cause infinite feedback loops to happen, causing the scene to become " -"extremely bright in a few seconds' time. If your indirect lighting looks " -"\"splotchy\", consider increasing this value above ``0.0`` to get more " -"uniform-looking lighting. If your lighting ends up looking too bright as a " -"result, decrease **Energy** to compensate." -msgstr "" - -msgid "" -"**Cascades:** Higher values result in more detailed GI information (and/or " -"greater maximum distance), but are significantly more expensive on the CPU " -"and GPU. The performance cost of having more cascades especially increases " -"when the camera moves fast, so consider decreasing this to ``4`` or lower if " -"your camera moves fast." -msgstr "" - -msgid "" -"**Min Cell Size:** The minimum SDFGI cell size to use for the nearest, most " -"detailed cascade. Lower values result in more accurate indirect lighting and " -"reflection at the cost of lower performance. Adjusting this setting also " -"affects **Cascade 0 Distance** and **Max Distance** automatically." -msgstr "" - -msgid "" -"**Cascade 0 Distance:** The distance at which the nearest, most detailed " -"cascade ends. Greater values make the nearest cascade transition less " -"noticeable, at the cost of reducing the level of detail in the nearest " -"cascade. Adjusting this setting also affects **Min Cell Size** and **Max " -"Distance** automatically." -msgstr "" - -msgid "" -"**Max Distance:** Controls how far away the signed distance field will be " -"computed (for the least detailed cascade). SDFGI will not have any effect " -"past this distance. This value should always be set below the Camera's Far " -"value, as there is no benefit in computing SDFGI past the viewing distance. " -"Adjusting this setting also affects **Min Cell Size** and **Cascade 0 " -"Distance** automatically." -msgstr "" - -msgid "" -"**Y Scale:** Controls how far apart SDFGI probes are spread *vertically*. By " -"default, vertical spread is the same as horizontal. However, since most game " -"scenes aren't highly vertical, setting the Y Scale to ``75%`` or even " -"``50%`` can provide better quality and reduce light leaks without impacting " -"performance." -msgstr "" - -msgid "**Energy:** The brightness multiplier for SDFGI's indirect lighting." -msgstr "" - -msgid "" -"**Normal Bias:** The normal bias to use for SDFGI's probe ray bounces. " -"Unlike **Probe Bias**, this only increases the value in relation to the " -"mesh's normals. This makes the bias adjustment more nuanced and avoids " -"increasing the bias too much for no reason. Increase this value if you " -"notice striping artifacts in indirect lighting or reflections." -msgstr "" - -msgid "" -"**Probe Bias:** The bias to use for SDFGI's probe ray bounces. Increase this " -"value if you notice striping artifacts in indirect lighting or reflections." -msgstr "" - -#, fuzzy -msgid "SDFGI interaction with lights and objects" -msgstr "Ilmentymien luonti signaaleilla" - -msgid "" -"The amount of indirect energy emitted by a light is governed by its color, " -"energy *and* indirect energy properties. To make a specific light emit more " -"or less indirect energy without affecting the amount of direct light emitted " -"by the light, adjust the **Indirect Energy** property in the Light3D " -"inspector." -msgstr "" - -msgid "" -"To ensure correct visuals when using SDFGI, you must configure your meshes " -"and lights' global illumination properties according to their *purpose* in " -"the scene (static or dynamic)." -msgstr "" - -#, fuzzy -msgid "There are 3 global illumination modes available for meshes:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"**Disabled:** The mesh won't be taken into account in SDFGI generation. The " -"mesh will receive indirect lighting from the scene, but it will not " -"contribute indirect lighting to the scene." -msgstr "" - -msgid "" -"**Static (default):** The mesh will be taken into account in SDFGI " -"generation. The mesh will both receive *and* contribute indirect lighting to " -"the scene. If the mesh is changed in any way after SDFGI is generated, the " -"camera must move away from the object then move back close to it for SDFGI " -"to regenerate. Alternatively, SDFGI can be toggled off and back on. If " -"neither is done, indirect lighting will look incorrect." -msgstr "" - -msgid "" -"**Dynamic (not supported with SDFGI):** The mesh won't be taken into account " -"in SDFGI generation. The mesh will receive indirect lighting from the scene, " -"but it will not contribute indirect lighting to the scene. *This acts " -"identical to the **Disabled** bake mode when using SDFGI.*" -msgstr "" - -msgid "" -"Additionally, there are 3 bake modes available for lights " -"(DirectionalLight3D, OmniLight3D and SpotLight3D):" -msgstr "" - -msgid "" -"**Disabled:** The light won't be taken into account for SDFGI baking. The " -"light won't contribute indirect lighting to the scene." -msgstr "" - -msgid "" -"**Static:** The light will be taken into account for SDFGI baking. The light " -"will contribute indirect lighting to the scene. If the light is changed in " -"any way after baking, indirect lighting will look incorrect until the camera " -"moves away from the light and back (which causes SDFGI to be baked again). " -"will look incorrect. If in doubt, use this mode for level lighting." -msgstr "" - -msgid "" -"**Dynamic (default):** The light won't be taken into account for SDFGI " -"baking, but it will still contribute indirect lighting to the scene in real-" -"time. This option is slower compared to **Static**. Only use the **Dynamic** " -"global illumination mode on lights that will change significantly during " -"gameplay." -msgstr "" - -msgid "" -"The amount of indirect energy emitted by a light depends on its color, " -"energy *and* indirect energy properties. To make a specific light emit more " -"or less indirect energy without affecting the amount of direct light emitted " -"by the light, adjust the **Indirect Energy** property in the Light3D " -"inspector." -msgstr "" - -msgid "" -"See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " -"for general usage recommendations." -msgstr "" - -msgid "Adjusting SDFGI performance and quality" -msgstr "" - -msgid "" -"Since SDFGI is relatively demanding, it will perform best on systems with " -"recent dedicated GPUs. On older dedicated GPUs and integrated graphics, " -"tweaking the settings is necessary to achieve reasonable performance." -msgstr "" - -msgid "" -"In the Project Settings' **Rendering > Global Illumination** section, SDFGI " -"quality can also be adjusted in several ways:" -msgstr "" - -msgid "" -"**Sdfgi > Probe Ray Count:** Higher values result in better quality, at the " -"cost of higher GPU usage. If this value is set too low, this can cause " -"surfaces to have visible \"splotches\" of indirect lighting on them due to " -"the number of rays thrown being very low." -msgstr "" - -msgid "" -"**Sdfgi > Frames To Converge:** Higher values result in better quality, but " -"GI will take more time to fully converge. The effect of this setting is " -"especially noticeable when first loading a scene, or when lights with a bake " -"mode other than **Disabled** are moving fast. If this value is set too low, " -"this can cause surfaces to have visible \"splotches\" of indirect lighting " -"on them due to the number of rays thrown being very low. If your scene's " -"lighting doesn't have fast-moving lights that contribute to GI, consider " -"setting this to ``30`` to improve quality without impacting performance." -msgstr "" - -msgid "" -"**Sdfgi > Frames To Update Light:** Lower values result in moving lights " -"being reflected faster, at the cost of higher GPU usage. If your scene's " -"lighting doesn't have fast-moving lights that contribute to GI, consider " -"setting this to ``16`` to improve performance." -msgstr "" - -msgid "" -"**Gi > Use Half Resolution:** If enabled, both SDFGI and VoxelGI will have " -"their GI buffer rendering at halved resolution. For instance, when rendering " -"in 3840×2160, the GI buffer will be computed at a 1920×1080 resolution. " -"Enabling this option saves a lot of GPU time, but it can introduce visible " -"aliasing around thin details." -msgstr "" - -msgid "" -"SDFGI rendering performance also depends on the number of cascades and the " -"cell size chosen in the Environment resource (see above)." -msgstr "" - -msgid "SDFGI caveats" -msgstr "" - -msgid "" -"SDFGI has some downsides due to its cascaded nature. When the camera moves, " -"cascade shifts may be visible in indirect lighting. This can be alleviated " -"by adjusting the cascade size, but also by adding fog (which will make " -"distant cascade shifts less noticeable)." -msgstr "" - -msgid "" -"Additionally, performance will suffer if the camera moves too fast. This can " -"be fixed in two ways:" -msgstr "" - -msgid "Ensuring the camera doesn't move too fast in any given situation." -msgstr "" - -msgid "" -"Temporarily disabling SDFGI in the Environment resource if the camera needs " -"to be moved at a high speed, then enabling SDFGI once the camera speed slows " -"down." -msgstr "" - -msgid "" -"When SDFGI is enabled, it will also take some time for global illumination " -"to be fully converged (25 frames by default). This can create a noticeable " -"transition effect while GI is still converging. To hide this, you can use a " -"ColorRect node that spans the whole viewport and fade it out when switching " -"scenes using an AnimationPlayer node." -msgstr "" - -msgid "" -"The signed distance field is only updated when the camera moves in and out " -"of a cascade. This means that if geometry is modified in the distance, the " -"global illumination appearance will be correct once the camera gets closer. " -"However, if a nearby object with a bake mode set to **Static** or " -"**Dynamic** is moved (such as a door), the global illumination will appear " -"incorrect until the camera moves away from the object." -msgstr "" - -msgid "" -"SDFGI's sharp reflections are only visible on opaque materials. Transparent " -"materials will only use rough reflections, even if the material's roughness " -"is lower than 0.2." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po deleted file mode 100644 index eb4b34dd34..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using Voxel global illumination" -msgstr "" - -msgid "" -"VoxelGI is a form of fully real-time global illumination, intended to be " -"used for small/medium-scale 3D scenes. VoxelGI is fairly demanding on the " -"GPU, so it's best used when targeting dedicated graphics cards." -msgstr "" - -msgid "" -"VoxelGI is only supported when using the Forward Plus rendering backend, not " -"the Forward Mobile or Compatibility backends." -msgstr "" - -msgid "" -"Not sure if VoxelGI is suited to your needs? See :ref:" -"`doc_introduction_to_global_illumination_comparison` for a comparison of GI " -"techniques available in Godot 4." -msgstr "" - -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - -msgid "VoxelGI disabled." -msgstr "" - -msgid "VoxelGI enabled." -msgstr "" - -#, fuzzy -msgid "Setting up VoxelGI" -msgstr "Godotin asennus" - -msgid "" -"Make sure your static level geometry is imported with the Light Baking " -"option set to **Static** or **Static Lightmaps** in the Import dock. For " -"manually added MeshInstance3D nodes, make sure the **Global Illumination > " -"Mode** property is set to **Static** in the inspector." -msgstr "" - -#, fuzzy -msgid "Create a VoxelGI node in the Scene tree dock." -msgstr "Raahaa skriptin solmun päälle Skene-telakassa." - -msgid "" -"Move the VoxelGI node to the center of the area you want it to cover by " -"dragging the manipulation gizmo in the 3D viewport. Then adjust the " -"VoxelGI's extents by dragging the red points in the 3D viewport (or enter " -"values in the inspector). Make sure the VoxelGI's extents aren't " -"unnecessarily large, or quality will suffer." -msgstr "" - -msgid "" -"Select the VoxelGI node and click **Bake** at the top of the 3D editor " -"viewport. This will take at least a few seconds to complete (depending on " -"the number of VoxelGI subdivisions and scene complexity)." -msgstr "" - -msgid "" -"If at least one mesh contained within the VoxelGI's extents has its global " -"illumination mode set to **Static**, you should see indirect lighting appear " -"within the scene." -msgstr "" - -msgid "" -"To avoid bloating text-based scene files with large amounts of binary data, " -"make sure the VoxelGIData resource is *always* saved to an external binary " -"file. This file must be saved with a ``.res`` (binary resource) extension " -"instead of ``.tres`` (text-based resource). Using an external binary " -"resource for VoxelGIData will keep your text-based scene small while " -"ensuring it loads and saves quickly." -msgstr "" - -#, fuzzy -msgid "VoxelGI node properties" -msgstr "Solmun ominaisuudet" - -msgid "" -"The following properties can be adjusted in the VoxelGI node inspector " -"before baking:" -msgstr "" - -msgid "" -"**Subdiv:** Higher values result in more precise indirect lighting, at the " -"cost of lower performance, longer bake times and increased storage " -"requirements." -msgstr "" - -msgid "" -"**Extents:** Represents the size of the box in which indirect lighting " -"should be baked. Extents are centered around the VoxelGI node's origin." -msgstr "" - -msgid "" -"The following properties can be adjusted in the VoxelGIData *resource* that " -"is contained within a VoxelGI node after it has been baked:" -msgstr "" - -msgid "" -"**Dynamic Range:** The maximum brightness that can be represented in " -"indirect lighting. Higher values make it possible to represent brighter " -"indirect light, at the cost of lower precision (which can result in visible " -"banding). If in doubt, leave this unchanged." -msgstr "" - -msgid "" -"**Energy:** The indirect lighting's overall energy. This also effects the " -"energy of direct lighting emitted by meshes with emissive materials." -msgstr "" - -msgid "" -"**Bias:** Optional bias added to lookups into the voxel buffer at run time. " -"This helps avoid self-occlusion artifacts." -msgstr "" - -msgid "" -"**Normal Bias:** Similar to **Bias**, but offsets the lookup into the voxel " -"buffer by the surface normal. This also helps avoid self-occlusion " -"artifacts. Higher values reduce self-reflections visible in non-rough " -"materials, at the cost of more visible light leaking and flatter-looking " -"indirect lighting. To prioritize hiding self-reflections over lighting " -"quality, set **Bias** to ``0.0`` and **Normal Bias** to a value between " -"``1.0`` and ``2.0``." -msgstr "" - -msgid "" -"**Propagation:** The energy factor to use for bounced indirect lighting. " -"Higher values will result in brighter, more diffuse lighting (which may end " -"up looking too flat). When **Use Two Bounces** is enabled, you may want to " -"decrease **Propagation** to compensate for the overall brighter indirect " -"lighting." -msgstr "" - -msgid "" -"**Use Two Bounces:** If enabled, lighting will bounce twice instead of just " -"once. This results in more realistic-looking indirect lighting, and makes " -"indirect lighting visible in reflections as well. Enabling this generally " -"has no noticeable performance cost." -msgstr "" - -msgid "" -"**Interior:** If enabled, environment sky lighting will not be taken into " -"account by VoxelGI. This should be enabled in indoor scenes to avoid light " -"leaking from the environment." -msgstr "" - -#, fuzzy -msgid "VoxelGI interaction with lights and objects" -msgstr "Ilmentymien luonti signaaleilla" - -msgid "" -"To ensure correct visuals when using VoxelGI, you must configure your meshes " -"and lights' global illumination properties according to their *purpose* in " -"the scene (static or dynamic)." -msgstr "" - -#, fuzzy -msgid "There are 3 global illumination modes available for meshes:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"**Disabled:** The mesh won't be taken into account for VoxelGI baking. The " -"mesh will *receive* indirect lighting from the scene, but it will not " -"*contribute* indirect lighting to the scene." -msgstr "" - -msgid "" -"**Static (default):** The mesh will be taken into account for VoxelGI " -"baking. The mesh will both receive *and* contribute indirect lighting to the " -"scene. If the mesh is changed in any way after baking, the VoxelGI node must " -"be baked again. Otherwise, indirect lighting will look incorrect." -msgstr "" - -msgid "" -"**Dynamic:** The mesh won't be taken into account for VoxelGI baking, but it " -"will still receive *and* contribute indirect lighting to the scene in real-" -"time. This option is much slower compared to **Static**. Only use the " -"**Dynamic** global illumination mode on large meshes that will change " -"significantly during gameplay." -msgstr "" - -msgid "" -"Additionally, there are 3 bake modes available for lights " -"(DirectionalLight3D, OmniLight3D and SpotLight3D):" -msgstr "" - -msgid "" -"**Disabled:** The light won't be taken into account for VoxelGI baking. The " -"light won't contribute indirect lighting to the scene." -msgstr "" - -msgid "" -"**Static:** The light will be taken into account for VoxelGI baking. The " -"light will contribute indirect lighting to the scene. If the light is " -"changed in any way after baking, the VoxelGI node must be baked again or " -"indirect lighting will look incorrect. If in doubt, use this mode for level " -"lighting." -msgstr "" - -msgid "" -"**Dynamic (default):** The light won't be taken into account for VoxelGI " -"baking, but it will still contribute indirect lighting to the scene in real-" -"time. This option is slower compared to **Static**. Only use the **Dynamic** " -"global illumination mode on lights that will change significantly during " -"gameplay." -msgstr "" - -msgid "" -"The amount of indirect energy emitted by a light depends on its color, " -"energy *and* indirect energy properties. To make a specific light emit more " -"or less indirect energy without affecting the amount of direct light emitted " -"by the light, adjust the **Indirect Energy** property in the Light3D " -"inspector." -msgstr "" - -msgid "" -"See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " -"for general usage recommendations." -msgstr "" - -msgid "Adjusting VoxelGI performance and quality" -msgstr "" - -msgid "" -"Since VoxelGI is relatively demanding, it will perform best on systems with " -"recent dedicated GPUs. On older dedicated GPUs and integrated graphics, " -"tweaking the settings is necessary to achieve reasonable performance." -msgstr "" - -msgid "" -"In the Project Settings' **Rendering > Global Illumination** section, " -"VoxelGI quality can also be adjusted in two ways:" -msgstr "" - -msgid "" -"**Voxel Gi > Quality:** If set to **Low** instead of **High**, voxel cone " -"tracing will only use 4 taps instead of 6. This speeds up rendering at the " -"cost of less pronounced ambient occlusion." -msgstr "" - -msgid "" -"**Gi > Use Half Resolution:** If enabled, both VoxelGI and SDFGI will have " -"their GI buffer rendering at halved resolution. For instance, when rendering " -"in 3840×2160, the GI buffer will be computed at a 1920×1080 resolution. " -"Enabling this option saves a lot of GPU time, but it can introduce visible " -"aliasing around thin details." -msgstr "" - -msgid "" -"Note that the **Advanced** toggle must be enabled in the project settings " -"dialog for the above settings to be visible." -msgstr "" - -msgid "" -"Additionally, VoxelGI can be disabled entirely by hiding the VoxelGI node. " -"This can be used for comparison purposes or to improve performance on low-" -"end systems." -msgstr "" - -msgid "Reducing VoxelGI light leaks and artifacts" -msgstr "" - -msgid "" -"After baking VoxelGI, you may notice indirect light is leaking at some spots " -"in your level geometry. This can be remedied in several ways:" -msgstr "" - -msgid "" -"For both light leaking and artifacts, try moving or rotating the VoxelGI " -"node then bake it again." -msgstr "" - -msgid "" -"To combat light leaking in general, ensure your level geometry is fully " -"sealed. This is best done in the 3D modeling software used to design the " -"level, but primitive MeshInstance3D nodes with their global illumination " -"mode set to **Static** can also be used." -msgstr "" - -msgid "" -"To combat light leaking with thin geometry, it's recommended to make the " -"geometry in question thicker. If this is not possible, then add a primitive " -"MeshInstance3D node with its global illumination mode set to **Static**. " -"Bake VoxelGI again, then hide the primitive MeshInstance3D node (it will " -"still be taken into account by VoxelGI). For optimal results, the " -"MeshInstance3D should have a material whose color matches the original thin " -"geometry." -msgstr "" - -msgid "" -"To combat artifacts that can appear on reflective surfaces, try increasing " -"**Bias** and/or **Normal Bias** in the VoxelGIData resource as described " -"above. Do not increase these values too high, or light leaking will become " -"more pronounced." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po deleted file mode 100644 index 295b049c50..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ /dev/null @@ -1,172 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "High dynamic range lighting" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Normally, an artist does all the 3D modelling, then all the texturing, looks " -"at their awesome looking model in the 3D modeling software and says \"looks " -"fantastic, ready for integration!\" then goes into the game, lighting is " -"setup and the game runs." -msgstr "" - -msgid "" -"So at what point does all this \"HDR\" business come into play? To " -"understand the answer, we need to look at how displays behave." -msgstr "" - -msgid "" -"Your display outputs linear light ratios from some maximum to some minimum " -"intensity. Modern game engines perform complex math on linear light values " -"in their respective scenes. So what's the problem?" -msgstr "" - -msgid "" -"The display has a limited range of intensity, depending on the display type. " -"The game engine renders to an unlimited range of intensity values, however. " -"While \"maximum intensity\" means something to an sRGB display, it has no " -"bearing in the game engine; there is only a potentially infinitely wide " -"range of intensity values generated per frame of rendering." -msgstr "" - -msgid "" -"This means that some transformation of the scene light intensity, also known " -"as *scene-referred* light ratios, need to be transformed and mapped to fit " -"within the particular output range of the chosen display. This can be most " -"easily understood if we consider virtually photographing our game engine " -"scene through a virtual camera. Here, our virtual camera would apply a " -"particular camera rendering transform to the scene data, and the output " -"would be ready for display on a particular display type." -msgstr "" - -msgid "" -"Godot does not support high dynamic range *output* yet. It can only perform " -"lighting in HDR and tonemap the result to a low dynamic range image." -msgstr "" - -msgid "" -"For advanced users, it is still possible to get a non-tonemapped image of " -"the viewport with full HDR data, which can then be saved to an OpenEXR file." -msgstr "" - -msgid "Computer displays" -msgstr "" - -msgid "" -"Almost all displays require a nonlinear encoding for the code values sent to " -"them. The display in turn, using its unique transfer characteristic, " -"\"decodes\" the code value into linear light ratios of output, and projects " -"the ratios out of the uniquely colored lights at each reddish, greenish, and " -"blueish emission site." -msgstr "" - -msgid "" -"For a majority of computer displays, the specifications of the display are " -"outlined in accordance with IEC 61966-2-1, also known as the 1996 sRGB " -"specification. This specification outlines how an sRGB display is to behave, " -"including the color of the lights in the LED pixels as well as the transfer " -"characteristics of the input (OETF) and output (EOTF)." -msgstr "" - -msgid "" -"Not all displays use the same OETF and EOTF as a computer display. For " -"example, television broadcast displays use the BT.1886 EOTF. However, Godot " -"currently only supports sRGB displays." -msgstr "" - -msgid "" -"The sRGB standard is based around the nonlinear relationship between the " -"current to light output of common desktop computing CRT displays." -msgstr "" - -msgid "" -"The mathematics of a scene-referred model require that we multiply the scene " -"by different values to adjust the intensities and exposure to different " -"light ranges. The transfer function of the display can't appropriately " -"render the wider dynamic range of the game engine's scene output using the " -"simple transfer function of the display. A more complex approach to encoding " -"is required." -msgstr "" - -msgid "Scene linear & asset pipelines" -msgstr "" - -msgid "" -"Working in scene-linear sRGB is more complex than pressing a single switch. " -"First, imported image assets must be converted to linear light ratios on " -"import. Even when linearized, those assets may not be perfectly well-suited " -"for use as textures, depending on how they were generated." -msgstr "" - -msgid "There are two ways to do this:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "sRGB transfer function to display linear ratios on image import" -msgstr "" - -msgid "" -"This is the easiest method of using sRGB assets, but it's not the most " -"ideal. One issue with this is loss of quality. Using 8 bits per channel to " -"represent linear light ratios is not sufficient to quantize the values " -"correctly. These textures may also be compressed later, which can exacerbate " -"the problem." -msgstr "" - -msgid "Hardware sRGB transfer function to display linear conversion" -msgstr "" - -msgid "" -"The GPU will do the conversion after reading the texel using floating-point. " -"This works fine on PC and consoles, but most mobile devices don't support " -"it, or they don't support it on compressed texture formats (iOS for example)." -msgstr "" - -msgid "Scene linear to display-referred nonlinear" -msgstr "" - -msgid "" -"After all the rendering is done, the scene linear render requires " -"transforming to a suitable output such as an sRGB display. To do this, " -"enable sRGB conversion in the current :ref:`Environment ` " -"(more on that below)." -msgstr "" - -msgid "" -"Keep in mind that the **sRGB -> Display Linear** and **Display Linear -> " -"sRGB** conversions must always be **both** enabled. Failing to enable one of " -"them will result in horrible visuals suitable only for avant-garde " -"experimental indie games." -msgstr "" - -msgid "Parameters of HDR" -msgstr "" - -msgid "" -"HDR settings can be found in the :ref:`Environment ` " -"resource. Most of the time, these are found inside a :ref:`WorldEnvironment " -"` node or set in a Camera node. For more " -"information, see :ref:`doc_environment_and_post_processing`." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po deleted file mode 100644 index 4316b7325a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/index.po +++ /dev/null @@ -1,33 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D" -msgstr "3D" - -msgid "Rendering" -msgstr "" - -msgid "Optimization" -msgstr "Optimointi" - -msgid "Tools" -msgstr "Työkalut" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po deleted file mode 100644 index 4f8c84013a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ /dev/null @@ -1,316 +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 , 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 \n" -"Language-Team: LANGUAGE \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 3D" -msgstr "" - -msgid "" -"Creating a 3D game can be challenging. That extra Z coordinate makes many of " -"the common techniques that helped to make 2D games simpler no longer work. " -"To aid in this transition, it is worth mentioning that Godot uses similar " -"APIs for 2D and 3D. Most nodes are the same and are present in both 2D and " -"3D versions. In fact, it is worth checking the 3D platformer tutorial, or " -"the 3D kinematic character tutorials, which are almost identical to their 2D " -"counterparts." -msgstr "" - -msgid "" -"In 3D, math is a little more complex than in 2D, so also checking the :ref:" -"`doc_vector_math` entry in the wiki (which was especially created for game " -"developers, not mathematicians or engineers) will help pave the way for you " -"to develop 3D games efficiently." -msgstr "" - -#, fuzzy -msgid "Node3D node" -msgstr "TileMap-solmu" - -msgid "" -":ref:`Node2D ` is the base node for 2D. :ref:`Control " -"` is the base node for everything GUI. Following this " -"reasoning, the 3D engine uses the :ref:`Node3D ` node for " -"everything 3D." -msgstr "" - -msgid "" -"Be aware that \"Spatial\" Nodes are now called \"Node3D\" starting with " -"Godot 4. Any Godot 3.x references to \"Spatial\" Nodes refer to \"Node3D\" " -"in Godot 4." -msgstr "" - -msgid "" -"Node3Ds have a local transform, which is relative to the parent node (as " -"long as the parent node is also of **or inherits from** the type Node3D). " -"This transform can be accessed as a 4×3 :ref:`Transform3D " -"`, or as 3 :ref:`Vector3 ` members " -"representing location, Euler rotation (X, Y and Z angles) and scale." -msgstr "" - -msgid "3D content" -msgstr "" - -msgid "" -"Unlike 2D, where loading image content and drawing is straightforward, 3D is " -"a little more difficult. The content needs to be created with special 3D " -"tools (also called Digital Content Creation tools, or DCCs) and exported to " -"an exchange file format to be imported in Godot. This is required since 3D " -"formats are not as standardized as images." -msgstr "" - -msgid "Manually authored models (using 3D modeling software)" -msgstr "" - -msgid "" -"There are two pipelines to import 3D models in Godot. The first and most " -"common one is by :ref:`doc_importing_3d_scenes`, which allows you to import " -"entire scenes (exactly as they look in the 3D modeling software), including " -"animation, skeletal rigs, blend shapes, etc." -msgstr "" - -msgid "" -"The second pipeline is by importing simple .OBJ files as mesh resources, " -"which can be then put inside a :ref:`MeshInstance3D ` " -"node for display." -msgstr "" - -msgid "Generated geometry" -msgstr "" - -msgid "" -"It is possible to create custom geometry by using the :ref:`ArrayMesh " -"` resource directly. Simply create your arrays and use the :" -"ref:`ArrayMesh.add_surface_from_arrays() " -"` function. A helper class " -"is also available, :ref:`SurfaceTool `, which provides a " -"more straightforward API and helpers for indexing, generating normals, " -"tangents, etc." -msgstr "" - -msgid "" -"In any case, this method is meant for generating static geometry (models " -"that will not be updated often), as creating vertex arrays and submitting " -"them to the 3D API has a significant performance cost." -msgstr "" - -msgid "Immediate geometry" -msgstr "" - -msgid "" -"If, instead, you need to generate simple geometry that will be updated " -"often, Godot provides a special node, :ref:`ImmediateMesh " -"`, which provides an OpenGL 1.x style immediate-mode " -"API to create points, lines, triangles, etc." -msgstr "" - -msgid "2D in 3D" -msgstr "" - -msgid "" -"While Godot packs a powerful 2D engine, many types of games use 2D in a 3D " -"environment. By using a fixed camera (either orthogonal or perspective) that " -"does not rotate, nodes such as :ref:`Sprite3D ` and :ref:" -"`AnimatedSprite3D ` can be used to create 2D games " -"that take advantage of mixing with 3D backgrounds, more realistic parallax, " -"lighting/shadow effects, etc." -msgstr "" - -msgid "" -"The disadvantage is, of course, that added complexity and reduced " -"performance in comparison to plain 2D, as well as the lack of reference of " -"working in pixels." -msgstr "" - -msgid "Environment" -msgstr "" - -msgid "" -"Besides editing a scene, it is often common to edit the environment. Godot " -"provides a :ref:`WorldEnvironment ` node that allows " -"changing the background color, mode (as in, put a skybox), and applying " -"several types of built-in post-processing effects. Environments can also be " -"overridden in the Camera." -msgstr "" - -msgid "3D viewport" -msgstr "" - -msgid "" -"Editing 3D scenes is done in the 3D tab. This tab can be selected manually, " -"but it will be automatically enabled when a Node3D node is selected." -msgstr "" - -msgid "" -"Default 3D scene navigation controls are similar to Blender (aiming to have " -"some sort of consistency in the free software pipeline..), but options are " -"included to customize mouse buttons and behavior to be similar to other " -"tools in the Editor Settings:" -msgstr "" - -msgid "Coordinate system" -msgstr "" - -msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." -msgstr "" - -msgid "" -"When working with 3D assets, it's always best to work in the correct scale " -"(set the unit to metric in your 3D modeling software). Godot allows scaling " -"post-import and, while this works in most cases, in rare situations it may " -"introduce floating-point precision issues (and thus, glitches or artifacts) " -"in delicate areas such as rendering or physics. Make sure your artists " -"always work in the right scale!" -msgstr "" - -msgid "" -"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " -"uses a **right-handed** coordinate system. This means that for most objects " -"that need alignment (such as lights or cameras), the Z axis is used as a " -"\"pointing towards\" direction. This convention roughly means that:" -msgstr "" - -msgid "**X** is sides" -msgstr "" - -msgid "**Y** is up/down" -msgstr "" - -msgid "**Z** is front/back" -msgstr "" - -msgid "See this chart for comparison with other 3D software:" -msgstr "" - -msgid "3D coordinate systems comparison chart" -msgstr "" - -msgid "Image by `Freya Holmér `__" -msgstr "" - -msgid "Space and manipulation gizmos" -msgstr "" - -msgid "" -"Moving objects in the 3D view is done through the manipulator gizmos. Each " -"axis is represented by a color: Red, Green, Blue represent X, Y, Z " -"respectively. This convention applies to the grid and other gizmos too (and " -"also to the shader language, ordering of components for Vector3, Color, " -"etc.)." -msgstr "" - -msgid "Some useful keybindings:" -msgstr "" - -msgid "" -"To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " -"rotating." -msgstr "" - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "" - -msgid "View menu" -msgstr "" - -msgid "" -"The view options are controlled by the \"View\" menu in the viewport's " -"toolbar." -msgstr "" - -msgid "You can hide the gizmos in the 3D view of the editor through this menu:" -msgstr "" - -msgid "" -"To hide a specific type of gizmos, you can toggle them off in the \"View\" " -"menu." -msgstr "" - -msgid "Default environment" -msgstr "" - -msgid "" -"When created from the Project Manager, the 3D environment has a default sky." -msgstr "" - -msgid "" -"Given how physically-based rendering works, it is advised to always try to " -"work with a default environment in order to provide indirect and reflected " -"light to your objects." -msgstr "" - -msgid "Cameras" -msgstr "" - -msgid "" -"No matter how many objects are placed in the 3D space, nothing will be " -"displayed unless a :ref:`Camera3D ` is also added to the " -"scene. Cameras can work in either orthogonal or perspective projections:" -msgstr "" - -msgid "" -"Cameras are associated with (and only display to) a parent or grandparent " -"viewport. Since the root of the scene tree is a viewport, cameras will " -"display on it by default, but if sub-viewports (either as render target or " -"picture-in-picture) are desired, they need their own children cameras to " -"display." -msgstr "" - -msgid "" -"When dealing with multiple cameras, the following rules are enforced for " -"each viewport:" -msgstr "" - -msgid "" -"If no cameras are present in the scene tree, the first one that enters it " -"will become the active camera. Further cameras entering the scene will be " -"ignored (unless they are set as *current*)." -msgstr "" - -msgid "" -"If a camera has the \"*current*\" property set, it will be used regardless " -"of any other camera in the scene. If the property is set, it will become " -"active, replacing the previous camera." -msgstr "" - -msgid "" -"If an active camera leaves the scene tree, the first camera in tree-order " -"will take its place." -msgstr "" - -msgid "Lights" -msgstr "" - -msgid "" -"The background environment emits some ambient light which appears on " -"surfaces. Still, without any light sources placed in the scene, the scene " -"will appear quite dark unless the background environment is very bright." -msgstr "" - -msgid "" -"Most outdoor scenes have a directional light (the sun or moon), while indoor " -"scenes typically have several positional lights (lamps, torches, …). See :" -"ref:`doc_lights_and_shadows` for more information on setting up lights in " -"Godot." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po deleted file mode 100644 index 6bff0037ff..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ /dev/null @@ -1,761 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "3D lights and shadows" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Light sources emit light that mixes with the materials and produces a " -"visible result. Light can come from several types of sources in a scene:" -msgstr "" - -msgid "" -"From the material itself, in the form of the emission color (though it does " -"not affect nearby objects unless baked or screen-space indirect lighting is " -"enabled)." -msgstr "" - -msgid "Light nodes: DirectionalLight3D, OmniLight3D and SpotLight3D." -msgstr "" - -msgid "" -"Ambient light in the :ref:`Environment ` or :ref:" -"`doc_reflection_probes`." -msgstr "" - -msgid "" -"Global illumination (:ref:`LightmapGI `, :ref:" -"`VoxelGI ` or :ref:`SDFGI `)." -msgstr "" - -msgid "" -"The emission color is a material property. You can read more about it in " -"the :ref:`doc_standard_material_3d` tutorial." -msgstr "" - -#, fuzzy -msgid "" -"You can compare various types of lights in action using the `3D Lights and " -"Shadows demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "Light nodes" -msgstr "" - -msgid "" -"There are three types of light nodes: :ref:`class_DirectionalLight3D`, :ref:" -"`class_OmniLight3D` and :ref:`class_SpotLight3D`. Let's take a look at the " -"common parameters for lights:" -msgstr "" - -msgid "Each property has a specific function:" -msgstr "" - -msgid "**Color:** Base color for emitted light." -msgstr "" - -msgid "" -"**Energy:** Energy multiplier. This is useful for saturating lights or " -"working with :ref:`doc_high_dynamic_range`." -msgstr "" - -msgid "" -"**Indirect Energy:** Secondary multiplier used with indirect light (light " -"bounces). This works with :ref:`doc_using_lightmap_gi`, VoxelGI or SDFGI." -msgstr "" - -msgid "" -"**Volumetric Fog Energy:** Secondary multiplier used with volumetric fog. " -"This only has an effect when volumetric fog is enabled." -msgstr "" - -msgid "" -"**Negative:** Light becomes subtractive instead of additive. It's sometimes " -"useful to manually compensate some dark corners." -msgstr "" - -msgid "" -"**Specular:** Affects the intensity of the specular blob in objects affected " -"by this light. At zero, this light becomes a pure diffuse light." -msgstr "" - -msgid "" -"**Bake Mode:** Sets the bake mode for the light. See :ref:" -"`doc_using_lightmap_gi`." -msgstr "" - -msgid "" -"**Cull Mask:** Objects that are in the selected layers below will be " -"affected by this light. Note that objects disabled via this cull mask will " -"still cast shadows. If you don't want disabled objects to cast shadows, " -"adjust the **Cast Shadow** property on the GeometryInstance3D to the desired " -"value." -msgstr "" - -msgid "" -"See :ref:`doc_physical_light_and_camera_units` if you wish to use real world " -"units to configure your lights' intensity and color temperature." -msgstr "" - -msgid "Light number limits" -msgstr "" - -msgid "" -"When using the Forward+ renderer, Godot uses a *clustering* approach for " -"real-time lighting. As many lights as desired can be added (as long as " -"performance allows). However, there's still a default limit of 512 " -"*clustered elements* that can be present in the current camera view. A " -"clustered element is an omni light, a spot light, a :ref:`decal " -"` or a :ref:`reflection probe `. " -"This limit can be increased by adjusting the **Rendering > Limits > Cluster " -"Builder > Max Clustered Elements** advanced project setting." -msgstr "" - -msgid "" -"When using the Forward Mobile renderer, there is a limitation of 8 " -"OmniLights + 8 SpotLights per mesh resource. There is also a limit of 256 " -"OmniLights + 256 SpotLights that can be rendered in the current camera view. " -"These limits currently cannot be changed." -msgstr "" - -msgid "" -"When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can " -"be rendered per mesh resource. This limit can be increased in the advanced " -"Project Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable " -"Lights** and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at " -"the cost of performance and longer shader compilation times. The limit can " -"also be decreased to reduce shader compilation times and improve performance " -"slightly." -msgstr "" - -msgid "" -"With all rendering methods, up to 8 DirectionalLights can be visible at a " -"time. However, each additional DirectionalLight with shadows enabled will " -"reduce the effective shadow resolution of each DirectionalLight. This is " -"because directional shadow atlas is shared between all lights." -msgstr "" - -msgid "" -"If the rendering limit is exceeded, lights will start popping in and out " -"during camera movement, which can be distracting. Enabling **Distance Fade** " -"on light nodes can help reduce this issue while also improving performance. " -"Splitting your meshes into smaller portions can also help, especially for " -"level geometry (which also improves culling efficiency)." -msgstr "" - -msgid "" -"If you need to render more lights than possible in a given rendering " -"backend, consider using :ref:`baked lightmaps ` with " -"lights' bake mode set to **Static**. This allows lights to be fully baked, " -"which also makes them much faster to render. You can also use emissive " -"materials with any :ref:`global illumination " -"` technique as a replacement for " -"light nodes that emit light over a large area." -msgstr "" - -msgid "Shadow mapping" -msgstr "" - -msgid "" -"Lights can optionally cast shadows. This gives them greater realism (light " -"does not reach occluded areas), but it can incur a bigger performance cost. " -"There is a list of generic shadow parameters, each also has a specific " -"function:" -msgstr "" - -msgid "**Enabled:** Check to enable shadow mapping in this light." -msgstr "" - -msgid "" -"**Opacity:** Areas occluded are darkened by this opacity factor. Shadows are " -"fully opaque by default, but this can be changed to make shadows translucent " -"for a given light." -msgstr "" - -msgid "" -"**Bias:** When this parameter is too low, self-shadowing occurs. When too " -"high, shadows separate from the casters. Tweak to what works best for you." -msgstr "" - -msgid "" -"**Normal Bias:** When this parameter is too low, self-shadowing occurs. When " -"too high, shadows appear misaligned from the casters. Tweak to what works " -"best for you." -msgstr "" - -msgid "" -"**Transmittance Bias:** When this parameter is too low, self-shadowing " -"occurs on materials that have transmittance enabled. When too high, shadows " -"will not affect materials that have transmittance enabled consistently. " -"Tweak to what works best for you." -msgstr "" - -msgid "" -"**Reverse Cull Face:** Some scenes work better when shadow mapping is " -"rendered with face-culling inverted." -msgstr "" - -msgid "" -"**Blur:** Multiplies the shadow blur radius for this light. This works with " -"both traditional shadow mapping and contact-hardening shadows (lights with " -"**Angular Distance** or **Size** greater than ``0.0``). Higher values result " -"in softer shadows, which will also appear to be more temporally stable for " -"moving objects. The downside of increasing shadow blur is that it will make " -"the grainy pattern used for filtering more noticeable. See also :ref:" -"`doc_lights_and_shadows_shadow_filter_mode`." -msgstr "" - -msgid "" -"Below is an image of what tweaking bias looks like. Default values work for " -"most cases, but in general, it depends on the size and complexity of " -"geometry." -msgstr "" - -msgid "" -"If the **Shadow Bias** or **Shadow Normal Bias** is set too low for a given " -"light, the shadow will be \"smeared\" onto the objects. This will cause the " -"light's intended appearance to darken, and is called *shadow acne*:" -msgstr "" - -msgid "" -"On the other hand, if the **Shadow Bias** or **Shadow Normal Bias** is set " -"too high for a given light, the shadow may appear to be disconnected from " -"the object. This is called *peter-panning*:" -msgstr "" - -msgid "" -"In general, increasing **Shadow Normal Bias** is preferred over increasing " -"**Shadow Bias**. Increasing **Shadow Normal Bias** does not cause as much " -"peter-panning as increasing **Shadow Bias**, but it can still resolve most " -"shadow acne issues efficiently. The downside of increasing **Shadow Normal " -"Bias** is that it can make shadows appear thinner for certain objects." -msgstr "" - -msgid "" -"Any sort of bias issues can be fixed by :ref:`increasing the shadow map " -"resolution `, at " -"the cost of decreased performance." -msgstr "" - -msgid "" -"Tweaking shadow mapping settings is an art – there are no \"one size fits " -"all\" settings. To achieve the best visuals, you may need to use different " -"shadow bias values on a per-light basis." -msgstr "" - -msgid "Directional light" -msgstr "" - -msgid "" -"This is the most common type of light and represents a light source very far " -"away (such as the sun). It is also the cheapest light to compute and should " -"be used whenever possible (although it's not the cheapest shadow-map to " -"compute, but more on that later)." -msgstr "" - -msgid "" -"Directional light models an infinite number of parallel light rays covering " -"the whole scene. The directional light node is represented by a big arrow " -"which indicates the direction of the light rays. However, the position of " -"the node does not affect the lighting at all and can be anywhere." -msgstr "" - -msgid "" -"Every face whose front-side is hit by the light rays is lit, while the " -"others stay dark. Unlike most other light types directional lights, don't " -"have specific parameters." -msgstr "" - -msgid "" -"The directional light also offers a **Angular Distance** property, which " -"determines the light's angular size in degrees. Increasing this above " -"``0.0`` will make shadows softer at greater distances from the caster, while " -"also affecting the sun's appearance in procedural sky materials. This is " -"called a *contact-hardening* shadow (also known as PCSS)." -msgstr "" - -msgid "" -"For reference, the angular distance of the Sun viewed from the Earth is " -"approximately ``0.5``. This kind of shadow is expensive, so check the " -"recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if " -"setting this value above ``0.0`` on lights with shadows enabled." -msgstr "" - -msgid "Directional shadow mapping" -msgstr "" - -msgid "" -"To compute shadow maps, the scene is rendered (only depth) from an " -"orthogonal point of view that covers the whole scene (or up to the max " -"distance). There is, however, a problem with this approach because objects " -"closer to the camera receive low-resolution shadows that may appear blocky." -msgstr "" - -msgid "" -"To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. " -"This splits the view frustum in 2 or 4 areas. Each area gets its own shadow " -"map. This allows small areas close to the viewer to have the same shadow " -"resolution as a huge, far-away area." -msgstr "" - -msgid "With this, shadows become more detailed:" -msgstr "" - -msgid "To control PSSM, a number of parameters are exposed:" -msgstr "" - -msgid "" -"Each split distance is controlled relative to the camera far (or shadow " -"**Max Distance** if greater than ``0.0``). ``0.0`` is the eye position and " -"``1.0`` is where the shadow ends at a distance. Splits are in-between. " -"Default values generally work well, but tweaking the first split a bit is " -"common to give more detail to close objects (like a character in a third-" -"person game)." -msgstr "" - -msgid "" -"Always make sure to set a shadow **Max Distance** according to what the " -"scene needs. A lower maximum distance will result in better-looking shadows " -"and better performance, as fewer objects will need to be included in shadow " -"rendering. You can also adjust **Fade Start** to control how aggressive the " -"shadow fade-out should be at a distance. For scenes where the **Max " -"Distance** fully covers the scene at any given camera position, you can " -"increase **Fade Start** to ``1.0`` to prevent the shadow from fading at a " -"distance. This should not be done in scenes where **Max Distance** doesn't " -"fully cover the scene, as the shadow will appear to be suddenly cut off at a " -"distance." -msgstr "" - -msgid "" -"Sometimes, the transition between a split and the next can look bad. To fix " -"this, the **Blend Splits** option can be turned on, which sacrifices detail " -"and performance in exchange for smoother transitions:" -msgstr "" - -msgid "" -"The **Shadow > Normal Bias** parameter can be used to fix special cases of " -"self-shadowing when objects are perpendicular to the light. The only " -"downside is that it makes the shadow a bit thinner. Consider increasing " -"**Shadow > Normal Bias** before increasing **Shadow > Bias** in most " -"situations." -msgstr "" - -msgid "" -"Lastly, **Pancake Size** is a property that can be adjusted to fix missing " -"shadows when using large objects with unsubdivided meshes. Only change this " -"value if you notice missing shadows that are not related to shadow biasing " -"issues." -msgstr "" - -msgid "Omni light" -msgstr "" - -msgid "" -"Omni light is a point source that emits light spherically in all directions " -"up to a given radius." -msgstr "" - -msgid "" -"In real life, light attenuation is an inverse function, which means omni " -"lights don't have a radius. This is a problem because it means computing " -"several omni lights would become demanding." -msgstr "" - -msgid "" -"To solve this, a **Range** parameter is introduced together with an " -"attenuation function." -msgstr "" - -msgid "" -"These two parameters allow tweaking how this works visually in order to find " -"aesthetically pleasing results." -msgstr "" - -msgid "" -"A **Size** parameter is also available in OmniLight3D. Increasing this value " -"will make the light fade out slower and shadows appear blurrier when far " -"away from the caster. This can be used to simulate area lights to an extent. " -"This is called a *contact-hardening* shadow (also known as PCSS). This kind " -"of shadow is expensive, so check the recommendations in :ref:" -"`doc_lights_and_shadows_pcss_recommendations` if setting this value above " -"``0.0`` on lights with shadows enabled." -msgstr "" - -msgid "Omni shadow mapping" -msgstr "" - -msgid "" -"Omni light shadow mapping is relatively straightforward. The main issue that " -"needs to be considered is the algorithm used to render it." -msgstr "" - -msgid "" -"Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** " -"mapped. **Dual Parabolid** renders quickly, but can cause deformations, " -"while **Cube** is more correct, but slower. The default is **Cube**, but " -"consider changing it to **Dual Parabolid** for lights where it doesn't make " -"much of a visual difference." -msgstr "" - -msgid "" -"If the objects being rendered are mostly irregular and subdivided, Dual " -"Paraboloid is usually enough. In any case, as these shadows are cached in a " -"shadow atlas (more on that at the end), it may not make a difference in " -"performance for most scenes." -msgstr "" - -msgid "" -"Omni lights with shadows enabled can make use of projectors. The projector " -"texture will *multiply* the light's color by the color at a given point on " -"the texture. As a result, lights will usually appear to be darker once a " -"projector texture is assigned; you can increase **Energy** to compensate for " -"this." -msgstr "" - -msgid "" -"Omni light projector textures require a special 360° panorama mapping, " -"similar to :ref:`class_PanoramaSkyMaterial` textures." -msgstr "" - -msgid "With the projector texture below, the following result is obtained:" -msgstr "" - -msgid "" -"If you've acquired omni projectors in the form of cubemap images, you can " -"use `this web-based conversion tool `__ to convert them to a " -"single panorama image." -msgstr "" - -msgid "Spot light" -msgstr "" - -msgid "" -"Spot lights are similar to omni lights, except they emit light only into a " -"cone (or \"cutoff\"). They are useful to simulate flashlights, car lights, " -"reflectors, spots, etc. This type of light is also attenuated towards the " -"opposite direction it points to." -msgstr "" - -msgid "" -"Spot lights share the same **Range**, **Attenuation** and **Size** as " -"OmniLight3D, and add two extra parameters:" -msgstr "" - -msgid "**Angle:** The aperture angle of the light." -msgstr "" - -msgid "" -"**Angle Attenuation:** The cone attenuation, which helps soften the cone " -"borders." -msgstr "" - -msgid "Spot shadow mapping" -msgstr "" - -msgid "" -"Spots feature the same parameters as omni lights for shadow mapping. " -"Rendering spot shadow maps is significantly faster compared to omni lights, " -"as only one shadow texture needs to be rendered (instead of rendering 6 " -"faces, or 2 in dual parabolid mode)." -msgstr "" - -msgid "" -"Spot lights with shadows enabled can make use of projectors. The projector " -"texture will *multiply* the light's color by the color at a given point on " -"the texture. As a result, lights will usually appear to be darker once a " -"projector texture is assigned; you can increase **Energy** to compensate for " -"this." -msgstr "" - -msgid "" -"Unlike omni light projectors, a spot light projector texture doesn't need to " -"follow a special format to look correct. It will be mapped in a way similar " -"to a :ref:`decal `." -msgstr "" - -msgid "" -"Spot lights with wide angles will have lower-quality shadows than spot " -"lights with narrow angles, as the shadow map is spread over a larger " -"surface. At angles wider than 89 degrees, spot light shadows will stop " -"working entirely. If you need shadows for wider lights, use an omni light " -"instead." -msgstr "" - -msgid "Shadow atlas" -msgstr "" - -msgid "" -"Unlike Directional lights, which have their own shadow texture, omni and " -"spot lights are assigned to slots of a shadow atlas. This atlas can be " -"configured in the advanced Project Settings (**Rendering > Lights And " -"Shadows > Positional Shadow**)." -msgstr "" - -msgid "" -"The resolution applies to the whole shadow atlas. This atlas is divided into " -"four quadrants:" -msgstr "" - -msgid "" -"Each quadrant can be subdivided to allocate any number of shadow maps; the " -"following is the default subdivision:" -msgstr "" - -msgid "The shadow atlas allocates space as follows:" -msgstr "" - -msgid "" -"The biggest shadow map size (when no subdivision is used) represents a light " -"the size of the screen (or bigger)." -msgstr "" - -msgid "" -"Subdivisions (smaller maps) represent shadows for lights that are further " -"away from view and proportionally smaller." -msgstr "" - -msgid "Every frame, the following procedure is performed for all lights:" -msgstr "" - -msgid "" -"Check if the light is on a slot of the right size. If not, re-render it and " -"move it to a larger/smaller slot." -msgstr "" - -msgid "" -"Check if any object affecting the shadow map has changed. If it did, re-" -"render the light." -msgstr "" - -msgid "" -"If neither of the above has happened, nothing is done, and the shadow is " -"left untouched." -msgstr "" - -msgid "" -"If the slots in a quadrant are full, lights are pushed back to smaller " -"slots, depending on size and distance. If all slots in all quadrants are " -"full, some lights will not be able to render shadows even if shadows are " -"enabled on them." -msgstr "" - -msgid "" -"The default shadow allocation strategy allows rendering up to 88 lights with " -"shadows enabled in the camera frustum (4 + 4 + 16 + 64):" -msgstr "" - -msgid "The first and most detailed quadrant can store 4 shadows." -msgstr "" - -msgid "The second quadrant can store 4 other shadows." -msgstr "" - -msgid "The third quadrant can store 16 shadows, with less detail." -msgstr "" - -msgid "" -"The fourth and least detailed quadrant can store 64 shadows, with even less " -"detail." -msgstr "" - -msgid "" -"Using a higher number of shadows per quadrant allows supporting a greater " -"amount of total lights with shadows enabled, while also improving " -"performance (as shadows will be rendered at a lower resolution for each " -"light). However, increasing the number of shadows per quadrant comes at the " -"cost of lower shadow quality." -msgstr "" - -msgid "" -"In some cases, you may want to use a different allocation strategy. For " -"example, in a top-down game where all lights are around the same size, you " -"may want to set all quadrants to have the same subdivision so that all " -"lights have shadows of similar quality level." -msgstr "" - -msgid "Balancing performance and quality" -msgstr "" - -msgid "" -"Shadow rendering is a critical topic in 3D rendering performance. It's " -"important to make the right choices here to avoid creating bottlenecks." -msgstr "" - -msgid "" -"Directional shadow quality settings can be changed at run-time by calling " -"the appropriate :ref:`class_RenderingServer` methods." -msgstr "" - -msgid "" -"Positional (omni/spot) shadow quality settings can be changed at run-time on " -"the root :ref:`class_Viewport`." -msgstr "" - -#, fuzzy -msgid "Shadow map size" -msgstr "**Varjokartoitus:**" - -msgid "" -"High shadow resolutions result in sharper shadows, but at a significant " -"performance cost. It should also be noted that *sharper shadows are not " -"always more realistic*. In most cases, this should be kept at its default " -"value of ``4096`` or decreased to ``2048`` for low-end GPUs." -msgstr "" - -msgid "" -"If positional shadows become too blurry after decreasing the shadow map " -"size, you can counteract this by adjusting the :ref:`shadow atlas " -"` quadrants to contain fewer shadows. " -"This will allow each shadow to be rendered at a higher resolution." -msgstr "" - -msgid "Shadow filter mode" -msgstr "" - -msgid "" -"Several shadow map quality settings can be chosen here. The default **Soft " -"Low** is a good balance between performance and quality for scenes with " -"detailed textures, as the texture detail will help make the dithering " -"pattern less noticeable." -msgstr "" - -msgid "" -"However, in projects with less detailed textures, the shadow dithering " -"pattern may be more visible. To hide this pattern, you can either enable :" -"ref:`doc_3d_antialiasing_taa`, :ref:`doc_3d_antialiasing_fxaa`, or increase " -"the shadow filter quality to **Soft Medium** or higher." -msgstr "" - -msgid "" -"The **Soft Very Low** setting will automatically decrease shadow blur to " -"make artifacts from the low sample count less visible. Conversely, the " -"**Soft High** and **Soft Ultra** settings will automatically increase shadow " -"blur to better make use of the increased sample count." -msgstr "" - -msgid "16-bits versus 32-bit" -msgstr "" - -msgid "" -"By default, Godot uses 16-bit depth textures for shadow map rendering. This " -"is recommended in most cases as it performs better without a noticeable " -"difference in quality." -msgstr "" - -msgid "" -"If **16 Bits** is disabled, 32-bit depth textures will be used instead. This " -"can result in less artifacting in large scenes and large lights with shadows " -"enabled. However, the difference is often barely visible, yet this can have " -"a significant performance cost." -msgstr "" - -msgid "Light/shadow distance fade" -msgstr "" - -msgid "" -"OmniLight3D and SpotLight3D offer several properties to hide distant lights. " -"This can improve performance significantly in large scenes with dozens of " -"lights or more." -msgstr "" - -msgid "" -"**Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of " -"Detail)`) is enabled. The light will fade out over **Begin + Length**, after " -"which it will be culled and not sent to the shader at all. Use this to " -"reduce the number of active lights in a scene and thus improve performance." -msgstr "" - -msgid "" -"**Begin:** The distance from the camera at which the light begins to fade " -"away (in 3D units)." -msgstr "" - -msgid "" -"**Shadow:** The distance from the camera at which the shadow begins to fade " -"away (in 3D units). This can be used to fade out shadows sooner compared to " -"the light, further improving performance. Only available if shadows are " -"enabled for the light." -msgstr "" - -msgid "" -"**Length:** The distance over which the light and shadow fades (in 3D " -"units). The light becomes slowly more transparent over this distance and is " -"completely invisible at the end. Higher values result in a smoother fade-out " -"transition, which is more suited when the camera moves fast." -msgstr "" - -msgid "PCSS recommendations" -msgstr "" - -msgid "" -"Percentage-closer soft shadows (PCSS) provide a more realistic shadow " -"mapping appearance, with the penumbra size varying depending on the distance " -"between the caster and the surface receiving the shadow. This comes at a " -"high performance cost, especially for directional lights." -msgstr "" - -msgid "To avoid performance issues, it's recommended to:" -msgstr "" - -msgid "" -"Only use a handful of lights with PCSS shadows enabled at a given time. The " -"effect is generally most visible on large, bright lights. Secondary light " -"sources that are more faint usually don't benefit much from using PCSS " -"shadows." -msgstr "" - -msgid "" -"Provide a setting for users to disable PCSS shadows. On directional lights, " -"this can be done by setting the DirectionalLight3D's " -"``light_angular_distance`` property to ``0.0`` in a script. On positional " -"lights, this can be done by setting the OmniLight3D or SpotLight3D's " -"``light_size`` property to ``0.0`` in a script." -msgstr "" - -#, fuzzy -msgid "Projector filter mode" -msgstr "Projektin työnkulku" - -msgid "" -"The way projectors are rendered also has an impact on performance. The " -"**Rendering > Textures > Light Projectors > Filter** advanced project " -"setting lets you control how projector textures should be filtered. " -"**Nearest/Linear** do not use mipmaps, which makes them faster to render. " -"However, projectors will look grainy at distance. **Nearest/Linear Mipmaps** " -"will look smoother at a distance, but projectors will look blurry when " -"viewed from oblique angles. This can be resolved by using **Nearest/Linear " -"Mipmaps Anisotropic**, which is the highest-quality mode but also the most " -"expensive." -msgstr "" - -msgid "" -"If your project has a pixel art style, consider setting the filter to one of " -"the **Nearest** values so that projectors use nearest-neighbor filtering. " -"Otherwise, stick to **Linear**." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/mesh_lod.po deleted file mode 100644 index e18caba439..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ /dev/null @@ -1,268 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh level of detail (LOD)" -msgstr "" - -msgid "" -"Level of detail (LOD) is one of the most important ways to optimize " -"rendering performance in a 3D project, along with :ref:" -"`doc_occlusion_culling`." -msgstr "" - -msgid "On this page, you'll learn:" -msgstr "" - -msgid "How mesh LOD can improve your 3D project's rendering performance." -msgstr "" - -msgid "How to set up mesh LOD in Godot." -msgstr "" - -msgid "" -"How to measure mesh LOD's effectiveness in your project (and alternatives " -"you can explore if it doesn't meet your expectations)." -msgstr "" - -#, fuzzy -msgid "" -"You can see how mesh LOD works in action using the `Occlusion Culling and " -"Mesh LOD demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Historically, level of detail in 3D games involved manually authoring meshes " -"with lower geometry density, then configuring the distance thresholds at " -"which these lower-detailed meshes should be drawn. This approach is still " -"used today when increased control is needed." -msgstr "" - -msgid "" -"However, in projects that have a large amount of detailed 3D assets, setting " -"up LOD manually can be a very time-consuming process. As a result, automatic " -"mesh decimation and LOD configuration is becoming increasingly popular." -msgstr "" - -msgid "" -"Godot provides a way to automatically generate less detailed meshes for LOD " -"usage on import, then use those LOD meshes when needed automatically. This " -"is completely transparent to the user. The `meshoptimizer `__ library is used for LOD mesh generation behind the " -"scenes." -msgstr "" - -msgid "" -"Mesh LOD works with any node that draws 3D meshes. This includes " -"MeshInstance3D, MultiMeshInstance3D, GPUParticles3D and CPUParticles3D." -msgstr "" - -msgid "Visual comparison" -msgstr "Visuaalinen vertailu" - -msgid "" -"Here is an example of LOD meshes generated on import. Lower detailed meshes " -"will be used when the camera is far away from the object:" -msgstr "" - -msgid "From most detailed (left) to least detailed (right), shaded view" -msgstr "" - -msgid "" -"Here's the same image with wireframe rendering to make the decimation easier " -"to see:" -msgstr "" - -msgid "From most detailed (left) to least detailed (right), wireframe view" -msgstr "" - -msgid "" -"If you need to manually configure level of detail with artist-created " -"meshes, use :ref:`doc_visibility_ranges` instead of automatic mesh LOD." -msgstr "" - -#, fuzzy -msgid "Generating mesh LOD" -msgstr "Geometrian luominen" - -msgid "" -"By default, mesh LOD generation happens automatically for imported 3D scenes " -"(glTF, .blend, Collada, FBX). Once LOD meshes are generated, they will " -"automatically be used when rendering the scene. You don't need to configure " -"anything manually." -msgstr "" - -msgid "" -"However, mesh LOD generation does **not** automatically happen for imported " -"3D meshes (OBJ). This is because OBJ files are not imported as full 3D " -"scenes by default, but only as individual mesh resources to load into a " -"MeshInstance3D node (or GPUParticles3D, CPUParticles3D, ...)." -msgstr "" - -msgid "" -"To make an OBJ file have mesh LOD generated for it, select it in the " -"FileSystem dock, go to the Import dock, change its **Import As** option to " -"**Scene** then click **Reimport**:" -msgstr "" - -msgid "Changing the import type on an OBJ file in the Import dock" -msgstr "" - -msgid "This will require restarting the editor after clicking **Reimport**." -msgstr "" - -msgid "" -"The mesh LOD generation process is not perfect, and may occasionally " -"introduce rendering issues (especially in skinned meshes). Mesh LOD " -"generation can also take a while on complex meshes." -msgstr "" - -msgid "" -"If mesh LOD causes a specific mesh to look broken, you can disable LOD " -"generation for it in the Import dock. This will also speed up resource " -"importing. This can be done globally in the 3D scene's import options, or on " -"a per-mesh basis using the Advanced Import Settings dialog." -msgstr "" - -#, fuzzy -msgid "" -"See :ref:`Importing 3D scenes " -"` for more information." -msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä." - -msgid "Comparing mesh LOD visuals and performance" -msgstr "" - -msgid "" -"To disable mesh LOD in the editor for comparison purposes, use the **Disable " -"Mesh LOD** advanced debug draw mode. This can be done using the menu in the " -"top-left corner of the 3D viewport (labeled **Perspective** or " -"**Orthogonal** depending on camera mode):" -msgstr "" - -msgid "Disabling mesh LOD in the 3D viewport's top-left menu" -msgstr "" - -msgid "" -"Enable **View Frame Time** in the same menu to view FPS in the top-right " -"corner. Also enable **View Information** in the same menu to view the number " -"of primitives (vertices + indices) rendered in the bottom-right corner." -msgstr "" - -msgid "" -"If mesh LOD is working correctly in your scene and your camera is far away " -"enough from the mesh, you should notice the number of drawn primitives " -"decreasing and FPS increasing when mesh LOD is left enabled (unless you are " -"CPU-bottlenecked)." -msgstr "" - -msgid "" -"To see mesh LOD decimation in action, change the debug draw mode to " -"**Display Wireframe** in the menu specified above, then adjust the " -"**Rendering > Mesh LOD > LOD Change > Threshold Pixels** project setting." -msgstr "" - -msgid "Configuring mesh LOD performance and quality" -msgstr "" - -msgid "" -"You can adjust how aggressive mesh LOD transitions should be in the root " -"viewport by changing the **Rendering > Mesh LOD > LOD Change > Threshold " -"Pixels** project setting. To change this value at run-time, set " -"``mesh_lod_threshold`` on the root viewport as follows:" -msgstr "" - -msgid "" -"Each viewport has its own ``mesh_lod_threshold`` property, which can be set " -"independently from other viewports." -msgstr "" - -msgid "" -"The default mesh LOD threshold of 1 pixel is tuned to look *perceptually* " -"lossless; it provides a significant performance gain with an unnoticeable " -"loss in quality. Higher values will make LOD transitions happen sooner when " -"the camera moves away, resulting in higher performance but lower quality." -msgstr "" - -msgid "" -"If you need to perform per-object adjustments to mesh LOD, you can adjust " -"how aggressive LOD transitions should be by adjusting the **LOD Bias** " -"property on any node that inherits from GeometryInstance3D. Values *above* " -"``1.0`` will make LOD transitions happen later than usual (resulting in " -"higher quality but lower performance). Values *below* ``1.0`` will make LOD " -"transitions happen sooner than usual (resulting in lower quality but higher " -"performance)." -msgstr "" - -msgid "" -"Additionally, ReflectionProbe nodes have their own **Mesh LOD Threshold** " -"property that can be adjusted to improve rendering performance when the " -"reflection probe updates. This is especially important for ReflectionProbes " -"that use the **Always** update mode." -msgstr "" - -msgid "" -"When rendering the scene, mesh LOD selection uses a screen-space metric. " -"This means it automatically takes camera field of view and viewport " -"resolution into account. Higher camera FOV and lower viewport resolutions " -"will make LOD selection more aggressive; the engine will display heavily " -"decimated models earlier when the camera moves away." -msgstr "" - -msgid "" -"As a result, unlike :ref:`doc_visibility_ranges`, you don't need to do " -"anything specific in your project to take camera FOV and viewport resolution " -"into account." -msgstr "" - -msgid "Using mesh LOD with MultiMesh and particles" -msgstr "" - -msgid "" -"For LOD selection, the point of the node's :abbr:`AABB (Axis-Aligned " -"Bounding Box)` that is the closest to the camera is used as a basis. This " -"applies to any kind of mesh LOD (including for individual MeshInstance3D)s, " -"but this has some implications for nodes that display multiple meshes at " -"once, such as MultiMeshInstance3D, GPUParticles3D and GPUParticles3D. Most " -"importantly, this means that all instances will be drawn with the same LOD " -"level at a given time." -msgstr "" - -msgid "" -"If you are noticing incorrect LOD selection with GPUParticles3D, make sure " -"the node's visibility AABB is configured by selecting the GPUParticles3D " -"node and using **GPUParticles3D > Generate AABB** at the top of the 3D " -"viewport." -msgstr "" - -msgid "" -"If you have instances in a MultiMesh that are far away from each other, they " -"should be placed in a separate MultiMeshInstance3D node. Doing so will also " -"improve rendering performance, as frustum and occlusion culling will be able " -"to cull individual nodes (while they can't cull individual instances in a " -"MultiMesh)." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/occlusion_culling.po deleted file mode 100644 index 279e9ce448..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ /dev/null @@ -1,441 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Occlusion culling" -msgstr "Peittotila" - -msgid "" -"In a 3D rendering engine, **occlusion culling** is the process of performing " -"hidden geometry removal." -msgstr "" - -msgid "On this page, you'll learn:" -msgstr "" - -msgid "What are the advantages and pitfalls of occlusion culling." -msgstr "" - -msgid "How to set up occlusion culling in Godot." -msgstr "" - -msgid "Troubleshooting common issues with occlusion culling." -msgstr "" - -#, fuzzy -msgid "" -"You can see how occlusion culling works in action using the `Occlusion " -"Culling and Mesh LOD demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -#, fuzzy -msgid "Why use occlusion culling" -msgstr "Peittotila" - -msgid "" -"In this example scene with hundreds of rooms stacked next to each other, a " -"dynamic object (red sphere) is hidden behind the wall in the lit room (on " -"the left of the door):" -msgstr "" - -msgid "Example scene with an occlusion culling-friendly layout" -msgstr "" - -msgid "" -"With occlusion culling disabled, all the rooms behind the lit room have to " -"be rendered. The dynamic object also has to be rendered:" -msgstr "" - -msgid "Example scene with occlusion culling disabled (wireframe)" -msgstr "" - -msgid "Example scene with occlusion culling **disabled** (wireframe)" -msgstr "" - -msgid "" -"With occlusion culling enabled, only the rooms that are actually visible " -"have to be rendered. The dynamic object is also occluded by the wall, and " -"therefore no longer has to be rendered:" -msgstr "" - -msgid "Example scene with occlusion culling enabled (wireframe)" -msgstr "" - -msgid "Example scene with occlusion culling **enabled** (wireframe)" -msgstr "" - -msgid "" -"Since the engine has less work to do (fewer vertices to render and fewer " -"draw calls), performance will increase as long as there are enough occlusion " -"culling opportunities in the scene. This means occlusion culling is most " -"effective in indoor scenes, preferably with many smaller rooms instead of " -"fewer larger rooms. Combine this with :ref:`doc_mesh_lod` and :ref:" -"`doc_visibility_ranges` to further improve performance gains." -msgstr "" - -msgid "" -"When using the Clustered Forward rendering backend, the engine already " -"performs a *depth prepass*. This consists in rendering a depth-only version " -"of the scene before rendering the scene's actual materials. This is used to " -"ensure each opaque pixel is only shaded once, reducing the cost of overdraw " -"significantly." -msgstr "" - -msgid "" -"The greatest performance benefits can be observed when using the Forward " -"Mobile rendering backend, as it does not feature a depth prepass for " -"performance reasons. As a result, occlusion culling will actively decrease " -"shading overdraw with that rendering backend." -msgstr "" - -msgid "" -"Nonetheless, even when using a depth prepass, there is still a noticeable " -"benefit to occlusion culling in complex 3D scenes. However, in scenes with " -"few occlusion culling opportunities, occlusion culling may not be worth the " -"added setup and CPU usage." -msgstr "" - -#, fuzzy -msgid "How occlusion culling works in Godot" -msgstr "Peittotila" - -msgid "" -"*\"occluder\" refers to the shape blocking the view, while \"occludee\" " -"refers to the object being hidden.*" -msgstr "" - -msgid "" -"In Godot, occlusion culling works by rasterizing the scene's occluder " -"geometry to a low-resolution buffer on the CPU. This is done using the " -"software raytracing library `Embree `__." -msgstr "" - -msgid "" -"The engine then uses this low-resolution buffer to test occludees' :abbr:" -"`AABB (Axis-Aligned Bounding Box)` against the occluder shapes. The " -"occludee's :abbr:`AABB (Axis-Aligned Bounding Box)` must be *fully occluded* " -"by the occluder shape to be culled." -msgstr "" - -msgid "" -"As a result, smaller objects are more likely to be effectively culled than " -"larger objects. Larger occluders (such as walls) also tend to be much more " -"effective than smaller ones (such as decoration props)." -msgstr "" - -#, fuzzy -msgid "Setting up occlusion culling" -msgstr "Peittotila" - -msgid "" -"The first step to using occlusion culling is to enable the **Rendering > " -"**Occlusion Culling > Use Occlusion Culling** project setting. (Make sure " -"the **Advanced** toggle is enabled in the Project Settings dialog to be able " -"to see it.)" -msgstr "" - -msgid "" -"This project setting applies immediately, so you don't need to restart the " -"editor." -msgstr "" - -msgid "" -"After enabling the project setting, you still need to create some occluders. " -"For performance reasons, the engine doesn't automatically use all visible " -"geometry as a basis for occlusion culling. Instead, the engine requires a " -"simplified representation of the scene with only static objects to be baked." -msgstr "" - -#, fuzzy -msgid "There are two ways to set up occluders in a scene:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "Automatically baking occluders (recommended)" -msgstr "" - -msgid "" -"Only MeshInstance3D nodes are currently taken into account in the *occluder* " -"baking process. MultiMeshInstance3D, GPUParticles3D, CPUParticles3D and CSG " -"nodes are **not** taken into account when baking occluders. If you wish " -"those to be treated as occluders, you have to manually create occluder " -"shapes that (roughly) match their geometry." -msgstr "" - -msgid "" -"This restriction does not apply to *occludees*. Any node type that inherits " -"from GeometryInstance3D can be occluded." -msgstr "" - -msgid "" -"After enabling the occlusion culling project setting mentioned above, add an " -"OccluderInstance3D node to the scene containing your 3D level." -msgstr "" - -msgid "" -"Select the OccluderInstance3D node, then click **Bake Occluders** at the top " -"of the 3D editor viewport. After baking, the OccluderInstance3D node will " -"contain an Occluder3D resource that stores a simplified version of your " -"level's geometry. This occluder geometry appears as purple wireframe lines " -"in the 3D view (as long as **View Gizmos** is enabled in the **Perspective** " -"menu). This geometry is then used to provide occlusion culling for both " -"static and dynamic occludees." -msgstr "" - -msgid "" -"After baking, you may notice that your dynamic objects (such as the player, " -"enemies, etc…) are included in the baked mesh. To prevent this, set the " -"**Bake > Cull Mask** property on the OccluderInstance3D to exclude certain " -"visual layers from being baked." -msgstr "" - -msgid "" -"For example, you can disable layer 2 on the cull mask, then configure your " -"dynamic objects' MeshInstance3D nodes to be located on the visual layer 2 " -"(instead of layer 1). To do so, select the MeshInstance3D node in question, " -"then on the **VisualInstance3D > Layers** property, uncheck layer 1 then " -"check layer 2. After configuring both cull mask and layers, bake occluders " -"again by following the above process." -msgstr "" - -msgid "Manually placing occluders" -msgstr "" - -msgid "" -"This approach is more suited for specialized use cases, such as creating " -"occlusion for MultiMeshInstance3D setups or CSG nodes (due to the " -"aforementioned limitation)." -msgstr "" - -msgid "" -"After enabling the occlusion culling project setting mentioned above, add an " -"OccluderInstance3D node to the scene containing your 3D level. Select the " -"OccluderInstance3D node, then choose an occluder type to add in the " -"**Occluder** property:" -msgstr "" - -msgid "QuadOccluder3D (a single plane)" -msgstr "" - -msgid "BoxOccluder3D (a cuboid)" -msgstr "" - -msgid "SphereOccluder3D (a sphere-shaped occluder)" -msgstr "" - -msgid "PolygonOccluder3D (a 2D polygon with as many points as you want)" -msgstr "" - -msgid "" -"There is also ArrayOccluder3D, whose points can't be modified in the editor " -"but can be useful for procedural generation from a script." -msgstr "" - -#, fuzzy -msgid "Previewing occlusion culling" -msgstr "Peittotila" - -msgid "" -"You can enable a debug draw mode to preview what the occlusion culling is " -"actually \"seeing\". In the top-left corner of the 3D editor viewport, click " -"the **Perspective** button (or **Orthogonal** depending on your current " -"camera mode), then choose **Display Advanced… > Occlusion Culling Buffer**. " -"This will display the low-resolution buffer that is used by the engine for " -"occlusion culling." -msgstr "" - -msgid "" -"In the same menu, you can also enable **View Information** and **View Frame " -"Time** to view the number of draw calls and rendered primitives (vertices + " -"indices) in the bottom-right corner, along with the number of frames per " -"second rendered in the top-right corner." -msgstr "" - -msgid "" -"If you toggle occlusion culling in the project settings while this " -"information is displayed, you can see how much occlusion culling improves " -"performance in your scene. Note that the performance benefit highly depends " -"on the 3D editor camera's view angle, as occlusion culling is only effective " -"if there are occluders in front of the camera." -msgstr "" - -msgid "" -"To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on " -"the root viewport as follows:" -msgstr "" - -msgid "" -"Toggling occlusion culling at run-time is useful to compare performance on a " -"running project." -msgstr "" - -#, fuzzy -msgid "Performance considerations" -msgstr "Muotoilutavat" - -msgid "Design your levels to take advantage of occlusion culling" -msgstr "" - -msgid "" -"**This is the most important guideline.** A good level design is not just " -"about what the gameplay demands; it should also be built with occlusion in " -"mind." -msgstr "" - -msgid "" -"For indoor environments, add opaque walls to \"break\" the line of sight at " -"regular intervals and ensure not too much of the scene can be seen at once." -msgstr "" - -msgid "" -"For large open scenes, use a pyramid-like structure for the terrain's " -"elevation when possible. This provides the greatest culling opportunities " -"compared to any other terrain shape." -msgstr "" - -msgid "Avoid moving OccluderInstance3D nodes during gameplay" -msgstr "" - -msgid "" -"This includes moving the parents of OccluderInstance3D nodes, as this will " -"cause the nodes themselves to move in global space, therefore requiring the :" -"abbr:`BVH (Bounding Volume Hierarchy)` to be rebuilt." -msgstr "" - -msgid "" -"Toggling an OccluderInstance3D's visibility (or one of its parents' " -"visibility) is not as expensive, as the update only needs to happen once " -"(rather than continuously)." -msgstr "" - -msgid "" -"For example, if you have a sliding or rotating door, you can make the " -"OccluderInstance3D node not be a child of the door itself (so that the " -"occluder never moves), but you can hide the OccluderInstance3D visibility " -"once the door starts opening. You can then reshow the OccluderInstance3D " -"once the door is fully closed." -msgstr "" - -msgid "" -"If you absolutely have to move an OccluderInstance3D node during gameplay, " -"use a primitive Occluder3D shape for it instead of a complex baked shape." -msgstr "" - -msgid "Use the simplest possible occluder shapes" -msgstr "" - -msgid "" -"If you notice low performance or stuttering in complex 3D scenes, it may " -"mean that the CPU is overloaded as a result of rendering detailed occluders. " -"Select the OccluderInstance3D node, increase the **Bake > Simplification** " -"property then bake occluders again." -msgstr "" - -msgid "" -"Remember to keep the simplification value reasonable. Values that are too " -"high for the level's geometry may cause incorrect occlusion culling to " -"occur, as in :ref:`doc_occlusion_culling_troubleshooting_false_negative`." -msgstr "" - -msgid "" -"If this still doesn't lead to low enough CPU usage, you can try adjusting " -"the **Rendering > Occlusion Culling > BVH Build Quality** project setting " -"and/or decreasing **Rendering > Occlusion Culling > Occlusion Rays Per " -"Thread**. You'll need to enable the **Advanced** toggle in the Project " -"Settings dialog to see those settings." -msgstr "" - -msgid "Troubleshooting" -msgstr "Ongelmien ratkonta" - -msgid "My occludee isn't being culled when it should be" -msgstr "" - -msgid "**On the occluder side:**" -msgstr "" - -msgid "" -"First, double-check that the **Bake > Cull Mask** property in the " -"OccluderInstance3D is set to allow baking the meshes you'd like. The " -"visibility layer of the MeshInstance3D nodes must be present within the cull " -"mask for the mesh to be included in the bake." -msgstr "" - -msgid "" -"Also note that occluder baking only takes meshes with *opaque* materials " -"into account. Surfaces will *transparent* materials will **not** be included " -"in the bake, even if the texture applied on them is fully opaque." -msgstr "" - -msgid "" -"Lastly, remember that MultiMeshInstance3D, GPUParticles3D, CPUParticles3D " -"and CSG nodes are **not** taken into account when baking occluders. As a " -"workaround, you can add OccluderInstance3D nodes for those manually." -msgstr "" - -msgid "**On the occludee side:**" -msgstr "" - -msgid "" -"Make sure **Extra Cull Margin** is set as low as possible (it should usually " -"be ``0.0``), and that **Ignore Occlusion Culling** is disabled in the " -"object's GeometryInstance3D section." -msgstr "" - -msgid "" -"Also, check the AABB's size (which is represented by an orange box when " -"selecting the node). This axis-aligned bounding box must be *fully* occluded " -"by the occluder shapes for the occludee to be hidden." -msgstr "" - -msgid "My occludee is being culled when it shouldn't be" -msgstr "" - -msgid "" -"The most likely cause for this is that objects that were included in the " -"occluder bake have been moved after baking occluders. For instance, this can " -"occur when moving your level geometry around or rearranging its layout. To " -"fix this, select the OccluderInstance3D node and bake occluders again." -msgstr "" - -msgid "" -"This can also happen because dynamic objects were included in the bake, even " -"though they shouldn't be. Use the :ref:`occlusion culling debug draw mode " -"` to look for occluder shapes that shouldn't " -"be present, then :ref:`adjust the bake cull mask accordingly " -"`." -msgstr "" - -msgid "" -"The last possible cause for this is overly aggressive mesh simplification " -"during the occluder baking process. Select the OccluderInstance3D node, " -"decrease the **Bake > Simplification** property then bake occluders again." -msgstr "" - -msgid "" -"As a last resort, you can enable the **Ignore Occlusion Culling** property " -"on the occludee. This will negate the performance improvements of occlusion " -"culling for that object, but it makes sense to do this for objects that will " -"never be culled (such as a first-person view model)." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/particles/index.po deleted file mode 100644 index 800860fa14..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/particles/index.po +++ /dev/null @@ -1,140 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Particle systems (3D)" -msgstr "Partikkelijärjestelmät (2D)" - -msgid "" -"This section of the tutorial covers (3D) GPU-accelerated particle systems. " -"Most of the things discussed here apply to CPU particles as well." -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"You can use particle systems to simulate complex physical effects like fire, " -"sparks, smoke, magical effects, and many more. They are very well suited for " -"creating dynamic and organic behavior and adding \"life\" to your scenes." -msgstr "" - -msgid "" -"The idea is that a particle is emitted at a fixed interval and with a fixed " -"lifetime. During its lifetime, every particle will have the same base " -"behavior. What makes each particle different from the others and creates the " -"organic look is the randomness that you can add to most of its parameters " -"and behaviors." -msgstr "" - -msgid "" -"Every particle system you create in Godot consists of two main parts: " -"particles and emitters." -msgstr "" - -msgid "Particles" -msgstr "Partikkelit" - -msgid "" -"A particle is the visible part of a particle system. It's what you see on " -"the screen when a particle system is active: The tiny specks of dust, the " -"flames of a fire, the glowing orbs of a magical effect. You can have " -"anywhere between a couple hundred and tens of thousands of particles in a " -"single system. You can randomize a particle's size, its speed and movement " -"direction, and change its color over the course of its lifetime. When you " -"think of a fire, you can think of all the little embers flying away from it " -"as individual particles." -msgstr "" - -msgid "Emitters" -msgstr "" - -msgid "" -"An emitter is what's creating the particles. Emitters are usually not " -"visible, but they can have a shape. That shape controls where and how " -"particles are spawned, for example whether they should fill a room like dust " -"or shoot away from a single point like a fountain. Going back to the fire " -"example, an emitter would be the heat at the center of the fire that creates " -"the embers and the flames." -msgstr "" - -#, fuzzy -msgid "Node overview" -msgstr "Solmun ominaisuudet" - -msgid "A list of nodes related to 3D particles" -msgstr "" - -msgid "All 3D particle nodes available in Godot" -msgstr "" - -msgid "" -"There are two types of 3D particle systems in Godot: :ref:" -"`class_GPUParticles3D`, which are processed on the GPU, and :ref:" -"`class_CPUParticles3D`, which are processed on the CPU." -msgstr "" - -msgid "" -"CPU particle systems are less flexible than their GPU counterpart, but they " -"work on a wider range of hardware and provide better support for older " -"devices and mobile phones. Because they are processed on the CPU, they are " -"not as performant as GPU particle systems and can't render as many " -"individual particles." -msgstr "" - -msgid "" -"GPU particle systems run on the GPU and can render hundreds of thousands of " -"particles on modern hardware. You can write custom particle shaders for " -"them, which makes them very flexible. You can also make them interact with " -"the environment by using attractor and collision nodes." -msgstr "" - -msgid "" -"There are three particle attractor nodes: :ref:" -"`class_GPUParticlesAttractorBox3D`, :ref:" -"`class_GPUParticlesAttractorSphere3D`, and :ref:" -"`class_GPUParticlesAttractorVectorField3D`. An attractor node applies a " -"force to all particles in its reach and pulls them closer or pushes them " -"away based on the direction of that force." -msgstr "" - -msgid "" -"There are several particle collision nodes. :ref:" -"`class_GPUParticlesCollisionBox3D` and :ref:" -"`class_GPUParticlesCollisionSphere3D` are the simple ones. You can use them " -"to create basic shapes like boxes, a floor, or a wall that particles collide " -"with. The other two nodes provide more complex collision behavior. The :ref:" -"`class_GPUParticlesCollisionSDF3D` is useful when you want indoor scenes to " -"collide with particles without having to create all the individual box and " -"sphere colliders by hand. If you want particles to collide with large " -"outdoor scenes, you would use the :ref:" -"`class_GPUParticlesCollisionHeightField3D` node. It creates a heightmap of " -"your world and the objects in it and uses that for large-scale particle " -"collisions." -msgstr "" - -#, fuzzy -msgid "Basic usage" -msgstr "Perusjärjestely" - -msgid "Advanced topics" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po deleted file mode 100644 index f239fd9e27..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ /dev/null @@ -1,438 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physical light and camera units" -msgstr "" - -msgid "Why use physical light and camera units?" -msgstr "" - -msgid "" -"Godot uses arbitrary units for many physical properties that apply to light " -"like color, energy, camera field of view, and exposure. By default, these " -"properties use arbitrary units, because using accurate physical units comes " -"with a few tradeoffs that aren't worth it for many games. As Godot favors " -"ease of use by default, physical light units are disabled by default." -msgstr "" - -msgid "Advantages of physical units" -msgstr "" - -msgid "" -"If you aim for photorealism in your project, using real world units as a " -"basis can help make things easier to adjust. References for real world " -"materials, lights and scene brightness are wildly available on websites such " -"as `Physically Based `__." -msgstr "" - -msgid "" -"Using real world units in Godot can also be useful when porting a scene from " -"other 3D software that uses physical light units (such as Blender)." -msgstr "" - -msgid "Disadvantages of physical units" -msgstr "" - -msgid "" -"The biggest disadvantage of using physical light units is you will have to " -"pay close attention to the dynamic range in use at a given time. You can run " -"into floating point precision errors when mixing very high light intensities " -"with very low light intensities." -msgstr "" - -msgid "" -"In practice, this means that you will have to manually manage your exposure " -"settings to ensure that you aren't over-exposing or under-exposing your " -"scene too much. Auto-exposure can help you balance the light in a scene to " -"bring it into a normal range, but it can't recover lost precision from a " -"dynamic range that is too high." -msgstr "" - -msgid "" -"Using physical light and camera units will not automatically make your " -"project look *better*. Sometimes, moving away from realism can actually make " -"a scene look better to the human eye. Also, using physical units requires a " -"greater amount of rigor compared to non-physical units. Most benefits of " -"physical units can only be obtained if the units are correctly set to match " -"real world reference." -msgstr "" - -msgid "Physical light units are only available in 3D rendering, not 2D." -msgstr "" - -#, fuzzy -msgid "Setting up physical light units" -msgstr "Fyysisten luiden luonti" - -msgid "" -"Physical light units can be enabled separately from physical camera units." -msgstr "" - -msgid "To enable physical light units correctly, there are 4 steps required:" -msgstr "" - -#, fuzzy -msgid "Enable the project setting." -msgstr "varoitusjärjestelmän projektikohtaiset asetukset" - -#, fuzzy -msgid "Configure the camera." -msgstr "Projektin määrittäminen" - -#, fuzzy -msgid "Configure the environment." -msgstr "Projektin määrittäminen" - -#, fuzzy -msgid "Configure Light3D nodes." -msgstr "Projektin määrittäminen" - -msgid "" -"Since physical light and camera units only require a handful of calculations " -"to handle unit conversion, enabling them doesn't have any noticeable " -"performance impact on the CPU. However, on the GPU side, physical camera " -"units currently enforce depth of field. This has a moderate performance " -"impact. To alleviate this performance impact, depth of field quality can be " -"decreased in the advanced Project Settings." -msgstr "" - -#, fuzzy -msgid "Enable the project setting" -msgstr "varoitusjärjestelmän projektikohtaiset asetukset" - -msgid "" -"Open the Project Settings, enable the **Advanced** toggle then enable " -"**Rendering > Lights And Shadows > Use Physical Light Units**. Restart the " -"editor." -msgstr "" - -#, fuzzy -msgid "Configure the camera" -msgstr "Projektin määrittäminen" - -msgid "" -"When physical light units are enabled and if you have a WorldEnvironment " -"node in your scene (i.e. the editor Environment is disabled), you **must** " -"have a :ref:`class_CameraAttributes` resource assigned to the " -"WorldEnvironment node. Otherwise, the 3D editor viewport will appear " -"extremely bright if you have a visible DirectionalLight3D node." -msgstr "" - -msgid "" -"On the Camera3D node, you can add a :ref:`class_CameraAttributes` resource " -"to its **Attributes** property. This resource is used to control the " -"camera's depth of field and exposure. When using :ref:" -"`class_CameraAttributesPhysical`, its focal length property is also used to " -"adjust the camera's field of view." -msgstr "" - -msgid "" -"When physical light units are enabled, the following additional properties " -"become available in CameraAttributesPhysical's **Exposure** section:" -msgstr "" - -msgid "" -"**Aperture:** The size of the aperture of the camera, measured in f-stops. " -"An f-stop is a unitless ratio between the focal length of the camera and the " -"diameter of the aperture. A high aperture setting will result in a smaller " -"aperture which leads to a dimmer image and sharper focus. A low aperture " -"results in a wide aperture which lets in more light resulting in a brighter, " -"less-focused image." -msgstr "" - -msgid "" -"**Shutter Speed:** The time for shutter to open and close, measured in " -"*inverse seconds* (``1/N``). A lower value will let in more light leading to " -"a brighter image, while a higher value will let in less light leading to a " -"darker image. *When getting or setting this property with a script, the unit " -"is in seconds instead of inverse seconds.*" -msgstr "" - -msgid "" -"**Sensitivity:** The sensitivity of camera sensors, measured in ISO. A " -"higher sensitivity results in a brighter image. When auto exposure is " -"enabled, this can be used as a method of exposure compensation. Doubling the " -"value will increase the exposure value (measured in EV100) by 1 stop." -msgstr "" - -msgid "" -"**Multiplier:** A *non-physical* exposure multiplier. Higher values will " -"increase the scene's brightness. This can be used for post-processing " -"adjustments or for animation purposes." -msgstr "" - -msgid "" -"The default **Aperture** value of 16 f-stops is appropriate for outdoors at " -"daytime (i.e. for use with a default DirectionalLight3D). For indoor " -"lighting, a value between 2 and 4 is more appropriate." -msgstr "" - -msgid "" -"Typical shutter speed used in photography and movie production is 1/50 (0.02 " -"seconds). Night-time photography generally uses a shutter around 1/10 (0.1 " -"seconds), while sports photography uses a shutter speed between 1/250 (0.004 " -"seconds) and 1/1000 (0.001 seconds) to reduce motion blur." -msgstr "" - -msgid "" -"In real life, sensitivity is usually set between 50 ISO and 400 ISO for " -"daytime outdoor photography depending on weather conditions. Higher values " -"are used for indoor or night-time photography." -msgstr "" - -msgid "" -"Unlike real life cameras, the adverse effects of increasing ISO sensitivity " -"or decreasing shutter speed (such as visible grain or light trails) are not " -"simulated in Godot." -msgstr "" - -msgid "" -"See :ref:" -"`doc_physical_light_and_camera_units_setting_up_physical_camera_units` for a " -"description of CameraAttributesPhysical properties that are also available " -"when **not** using physical light units." -msgstr "" - -#, fuzzy -msgid "Configure the environment" -msgstr "Projektin määrittäminen" - -msgid "" -"The default configuration is designed for daytime outdoor scenes. Night-time " -"and indoor scenes will need adjustments to the DirectionalLight3D and " -"WorldEnvironment background intensity to look correct. Otherwise, positional " -"lights will be barely visible at their default intensity." -msgstr "" - -msgid "" -"If you haven't added a :ref:`class_WorldEnvironment` and :ref:" -"`class_Camera3D` node to the current scene yet, do so now by clicking the 3 " -"vertical dots at the top of the 3D editor viewport. Click **Add Sun to " -"Scene**, open the dialog again then click **Add Environment to Scene**." -msgstr "" - -msgid "" -"After enabling physical light units, a new property becomes available to " -"edit in the :ref:`class_Environment` resource:" -msgstr "" - -msgid "" -"**Background Intensity:** The background sky's intensity in `nits `__ (candelas per square " -"meter). This also affects ambient and reflected light if their respective " -"modes are set to **Background**. If a custom **Background Energy** is set, " -"this energy is multiplied by the intensity." -msgstr "" - -#, fuzzy -msgid "Configure the light nodes" -msgstr "Projektin määrittäminen" - -msgid "" -"After enabling physical light units, 2 new properties become available in " -"Light3D nodes:" -msgstr "" - -msgid "" -"**Intensity:** The light's intensity in `lux `__ (DirectionalLight3D) or `lumens `__ (OmniLight3D/SpotLight3D). If a custom **Energy** is set, " -"this energy is multiplied by the intensity." -msgstr "" - -msgid "" -"**Temperature:** The light's *color temperature* defined in Kelvin. If a " -"custom **Color** is set, this color is multiplied by the color temperature." -msgstr "" - -msgid "**OmniLight3D/SpotLight3D intensity**" -msgstr "" - -msgid "" -"Lumens are a measure of luminous flux, which is the total amount of visible " -"light emitted by a light source per unit of time." -msgstr "" - -msgid "" -"For SpotLight3Ds, we assume that the area outside the visible cone is " -"surrounded by a perfect light absorbing material. Accordingly, the apparent " -"brightness of the cone area does *not* change as the cone increases and " -"decreases in size." -msgstr "" - -msgid "" -"A typical household lightbulb can range from around 600 lumens to 1200 " -"lumens. A candle is about 13 lumens, while a streetlight can be " -"approximately 60000 lumens." -msgstr "" - -msgid "**DirectionalLight3D intensity**" -msgstr "" - -msgid "" -"Lux is a measure pf luminous flux per unit area, it is equal to one lumen " -"per square metre. Lux is the measure of how much light hits a surface at a " -"given time." -msgstr "" - -msgid "" -"With DirectionalLight3D, on a clear sunny day, a surface in direct sunlight " -"may receive approximately 100000 lux. A typical room in a home may receive " -"approximately 50 lux, while the moonlit ground may receive approximately 0.1 " -"lux." -msgstr "" - -#, fuzzy -msgid "**Color temperature**" -msgstr "**Operaattori**" - -msgid "" -"6500 Kelvin is white. Higher values result in colder (bluer) colors, while " -"lower values result in warmer (more orange) colors." -msgstr "" - -msgid "" -"The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the " -"sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the " -"sun ranges to around 1850 Kelvin." -msgstr "" - -msgid "" -"Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" -msgstr "" - -msgid "" -"Other Light3D properties such as **Energy** and **Color** remain editable " -"for animation purposes, and when you occasionally need to create lights with " -"non-realistic properties." -msgstr "" - -#, fuzzy -msgid "Setting up physical camera units" -msgstr "Skenen pystytys" - -msgid "" -"Physical camera units can be enabled separately from physical light units." -msgstr "" - -msgid "" -"After adding a :ref:`class_CameraAttributesPhysical` resource to the " -"**Camera Attributes** property of a Camera3D nodes, some properties such as " -"**FOV** will no longer be editable. Instead, these properties are now " -"governed by the CameraAttributesPhysical's properties, such as focal length " -"and aperture." -msgstr "" - -msgid "" -"CameraAttributesPhysical offers the following properties in its **Frustum** " -"section:" -msgstr "" - -msgid "" -"**Focus Distance:** Distance from camera of object that will be in focus, " -"measured in meters. Internally, this will be clamped to be at least 1 " -"millimeter larger than the **Focal Length**." -msgstr "" - -msgid "" -"**Focal Length:** Distance between camera lens and camera aperture, measured " -"in millimeters. Controls field of view and depth of field. A larger focal " -"length will result in a smaller field of view and a narrower depth of field " -"meaning fewer objects will be in focus. A smaller focal length will result " -"in a wider field of view and a larger depth of field, which means more " -"objects will be in focus. This property overrides the Camera3D's **FOV** and " -"**Keep Aspect** properties, making them read-only in the inspector." -msgstr "" - -msgid "" -"**Near/Far:** The near and far clip distances in meters. These behave the " -"same as the Camera3D properties of the same name. Lower **Near** values " -"allow the camera to display objects that are very close, at the cost of " -"potential precision (Z-fighting) issues in the distance. Higher **Far** " -"values allow the camera to see further away, also at the cost of potential " -"precision (Z-fighting) issues in the distance." -msgstr "" - -msgid "" -"The default focal length of 35 mm corresponds to a wide angle lens. It still " -"results in a field of view that is noticeably narrower compared to the " -"default \"practical\" vertical FOV of 75 degrees. This is because non-gaming " -"use cases such as filmmaking and photography favor using a narrower field of " -"view for a more cinematic appearance." -msgstr "" - -msgid "Common focal length values used in filmmaking and photography are:" -msgstr "" - -msgid "" -"**Fisheye (ultrawide angle):** Below 15 mm. Nearly no depth of field visible." -msgstr "" - -msgid "**Wide angle:** Between 15 mm and 50 mm. Reduced depth of field." -msgstr "" - -msgid "**Standard:** Between 50 mm and 100 mm. Standard depth of field." -msgstr "" - -msgid "**Telephoto:** Greater than 100 mm. Increased depth of field." -msgstr "" - -msgid "" -"Like when using the **Keep Height** aspect mode, the effective field of view " -"depends on the viewport's aspect ratio, with wider aspect ratios " -"automatically resulting in a wider *horizontal* field of view." -msgstr "" - -msgid "" -"Automatic exposure adjustment based on the camera's average brightness level " -"can also be enabled in the **Auto Exposure** section, with the following " -"properties:" -msgstr "" - -msgid "" -"**Min Sensitivity:** The darkest brightness the camera is allowed to get to, " -"measured in EV100." -msgstr "" - -msgid "" -"**Max Sensitivity:** The brightest the camera is allowed to get to, measured " -"in EV100." -msgstr "" - -msgid "" -"**Speed:** The speed of the auto exposure effect. Affects the time needed " -"for the camera to perform auto exposure. Higher values allow for faster " -"transitions, but the resulting adjustments may look distracting depending on " -"the scene." -msgstr "" - -msgid "" -"**Scale:** The scale of the auto exposure effect. Affects the intensity of " -"auto exposure." -msgstr "" - -msgid "" -"EV100 is an exposure value (EV) measured at an ISO sensitivity of 100. See " -"`this table `__ for common EV100 values found " -"in real life." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po deleted file mode 100644 index 358cbaa2b0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ /dev/null @@ -1,253 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the ArrayMesh" -msgstr "ArrayMesh käyttö" - -msgid "" -"This tutorial will present the basics of using an :ref:`ArrayMesh " -"`." -msgstr "" - -msgid "" -"To do so, we will use the function :ref:`add_surface_from_arrays() " -"`, which takes up to five " -"parameters. The first two are required, while the last three are optional." -msgstr "" - -msgid "" -"The first parameter is the ``PrimitiveType``, an OpenGL concept that " -"instructs the GPU how to arrange the primitive based on the vertices given, " -"i.e. whether they represent triangles, lines, points, etc. See :ref:`Mesh." -"PrimitiveType ` for the options available." -msgstr "" - -msgid "" -"The second parameter, ``arrays``, is the actual Array that stores the mesh " -"information. The array is a normal Godot array that is constructed with " -"empty brackets ``[]``. It stores a ``Packed**Array`` (e.g. " -"PackedVector3Array, PackedInt32Array, etc.) for each type of information " -"that will be used to build the surface." -msgstr "" - -msgid "" -"Common elements of ``arrays`` are listed below, together with the position " -"they must have within ``arrays``. See :ref:`Mesh.ArrayType " -"` for a full list." -msgstr "" - -msgid "Index" -msgstr "Indeksi" - -msgid "Mesh.ArrayType Enum" -msgstr "" - -#, fuzzy -msgid "Array type" -msgstr "Taulukkokuvio" - -msgid "0" -msgstr "" - -msgid "``ARRAY_VERTEX``" -msgstr "" - -msgid "" -":ref:`PackedVector3Array ` or :ref:" -"`PackedVector2Array `" -msgstr "" - -msgid "1" -msgstr "" - -msgid "``ARRAY_NORMAL``" -msgstr "" - -#, fuzzy -msgid ":ref:`PackedVector3Array `" -msgstr ":ref:`CSGPolygon `" - -msgid "2" -msgstr "" - -msgid "``ARRAY_TANGENT``" -msgstr "" - -msgid "" -":ref:`PackedFloat32Array ` or :ref:" -"`PackedFloat64Array ` of groups of 4 floats. The " -"first 3 floats determine the tangent, and the last float the binormal " -"direction as -1 or 1." -msgstr "" - -msgid "3" -msgstr "" - -msgid "``ARRAY_COLOR``" -msgstr "" - -#, fuzzy -msgid ":ref:`PackedColorArray `" -msgstr ":ref:`CSGPolygon `" - -msgid "4" -msgstr "" - -msgid "``ARRAY_TEX_UV``" -msgstr "" - -msgid "" -":ref:`PackedVector2Array ` or :ref:" -"`PackedVector3Array `" -msgstr "" - -msgid "5" -msgstr "" - -msgid "``ARRAY_TEX_UV2``" -msgstr "" - -msgid "10" -msgstr "10" - -msgid "``ARRAY_BONES``" -msgstr "" - -msgid "" -":ref:`PackedFloat32Array ` of groups of 4 floats " -"or :ref:`PackedInt32Array ` of groups of 4 ints. " -"Each group lists indexes of 4 bones that affects a given vertex." -msgstr "" - -msgid "11" -msgstr "" - -msgid "``ARRAY_WEIGHTS``" -msgstr "" - -msgid "" -":ref:`PackedFloat32Array ` or :ref:" -"`PackedFloat64Array ` of groups of 4 floats. Each " -"float lists the amount of weight the corresponding bone in ``ARRAY_BONES`` " -"has on a given vertex." -msgstr "" - -msgid "12" -msgstr "" - -msgid "``ARRAY_INDEX``" -msgstr "" - -#, fuzzy -msgid ":ref:`PackedInt32Array `" -msgstr ":ref:`CSGPolygon `" - -msgid "" -"In most cases when creating a mesh, we define it by its vertex positions. So " -"usually, the array of vertices (at index 0) is required, while the index " -"array (at index 12) is optional and will only be used if included. It is " -"also possible to create a mesh with only the index array and no vertex " -"array, but that's beyond the scope of this tutorial. In fact, we won't use " -"the index array at all." -msgstr "" - -msgid "" -"All the other arrays carry information about the vertices. They are optional " -"and will only be used if included. Some of these arrays (e.g. " -"``ARRAY_COLOR``) use one entry per vertex to provide extra information about " -"vertices. They must have the same size as the vertex array. Other arrays (e." -"g. ``ARRAY_TANGENT``) use four entries to describe a single vertex. These " -"must be exactly four times larger than the vertex array." -msgstr "" - -msgid "" -"For normal usage, the last three parameters in :ref:" -"`add_surface_from_arrays() ` " -"are typically left empty." -msgstr "" - -#, fuzzy -msgid "Setting up the ArrayMesh" -msgstr "ArrayMesh käyttö" - -msgid "" -"In the editor, create a :ref:`MeshInstance3D ` and add " -"an :ref:`ArrayMesh ` to it in the Inspector. Normally, " -"adding an ArrayMesh in the editor is not useful, but in this case it allows " -"us to access the ArrayMesh from code without creating one." -msgstr "" - -#, fuzzy -msgid "Next, add a script to the MeshInstance3D." -msgstr "Seuraavaksi, lisää MeshInstance solmulle skripti." - -msgid "Under ``_ready()``, create a new Array." -msgstr "" - -msgid "" -"This will be the array that we keep our surface information in - it will " -"hold all the arrays of data that the surface needs. Godot will expect it to " -"be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." -msgstr "" - -msgid "Next create the arrays for each data type you will use." -msgstr "" - -msgid "" -"Once you have filled your data arrays with your geometry you can create a " -"mesh by adding each array to ``surface_array`` and then committing to the " -"mesh." -msgstr "" - -msgid "" -"In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any " -"primitive type available from mesh." -msgstr "" - -msgid "Put together, the full code looks like:" -msgstr "" - -msgid "" -"The code that goes in the middle can be whatever you want. Below we will " -"present some example code for generating a sphere." -msgstr "" - -msgid "Generating geometry" -msgstr "Geometrian luominen" - -msgid "" -"Here is sample code for generating a sphere. Although the code is presented " -"in GDScript, there is nothing Godot specific about the approach to " -"generating it. This implementation has nothing in particular to do with " -"ArrayMeshes and is just a generic approach to generating a sphere. If you " -"are having trouble understanding it or want to learn more about procedural " -"geometry in general, you can use any tutorial that you find online." -msgstr "" - -msgid "Saving" -msgstr "" - -msgid "" -"Finally, we can use the :ref:`ResourceSaver ` class to " -"save the ArrayMesh. This is useful when you want to generate a mesh and then " -"use it later without having to re-generate it." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po deleted file mode 100644 index 952c62be28..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ /dev/null @@ -1,75 +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 , 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 \n" -"Language-Team: LANGUAGE \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 ImmediateMesh" -msgstr "ArrayMesh käyttö" - -msgid "" -"Unlike the SurfaceTool or ArrayMesh, :ref:`ImmediateMesh " -"` is an actual node. Being a node makes it quick to add " -"to a scene and get visual output. It uses an OpenGL 1.x-style API like " -"SurfaceTool, but it's actually designed to create meshes on the fly." -msgstr "" - -msgid "" -"Generating complex geometry (several thousand vertices) with this node is " -"inefficient, even if it's done only once. Instead, it is designed to " -"generate simple geometry that changes every frame." -msgstr "" - -msgid "" -"Before starting, you should clear the geometry by calling " -"``clear_surfaces()``. This ensures that you are not building upon the " -"geometry from the previous frame. If you want to keep geometry between " -"frames, do not call ``clear_surfaces()``." -msgstr "" - -msgid "" -"To begin generating geometry you must call ``surface_begin()``. " -"``surface_begin()`` takes a ``PrimitiveType`` as an argument. " -"``PrimitiveType`` is an OpenGL concept that instructs the GPU how to arrange " -"the primitive based on the vertices given whether it is triangles, lines, " -"points, etc. A complete list can be found under the :ref:`Mesh ` " -"class reference page." -msgstr "" - -msgid "" -"Once you have called ``surface_begin()`` you are ready to start adding " -"vertices. You add vertices one at a time. First you add vertex specific " -"attributes such as normals or UVs using ``surface_set_****()`` (e.g. " -"``surface_set_normal()``). Then you call ``surface_add_vertex()`` to add a " -"vertex with those attributes. For example:" -msgstr "" - -msgid "" -"Only attributes added before the call to ``surface_add_vertex()`` will be " -"included in that vertex." -msgstr "" - -msgid "" -"Finally, once you have added all your vertices call ``surface_end()`` to " -"signal that you have finished generating the mesh." -msgstr "" - -msgid "The example code below draws a single triangle." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po deleted file mode 100644 index ee8f53bff9..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ /dev/null @@ -1,227 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Procedural geometry" -msgstr "Proseduraalinen geometria" - -msgid "" -"There are many ways to procedurally generate geometry in Godot. In this " -"tutorial series, we will explore a few of them. Each technique has its own " -"benefits and drawbacks, so it is best to understand each one and how it can " -"be useful in a given situation." -msgstr "" - -msgid "" -"All the procedural geometry generation methods described here run on the " -"CPU. Godot doesn't support generating geometry on the GPU yet." -msgstr "" - -msgid "What is geometry?" -msgstr "" - -msgid "" -"Geometry is a fancy way of saying shape. In computer graphics, geometry is " -"typically represented by an array of positions called \"vertices\". In " -"Godot, geometry is represented by Meshes." -msgstr "" - -msgid "What is a Mesh?" -msgstr "Mikä on Mesh?" - -msgid "" -"Many things in Godot have mesh in their name: the :ref:`Mesh `, " -"the :ref:`ArrayMesh `, the :ref:`MeshInstance3D " -"`, the :ref:`MultiMesh `, and the :" -"ref:`MultiMeshInstance3D `. While they are all " -"related, they have slightly different uses." -msgstr "" - -msgid "" -"Meshes and ArrayMeshes are resources that are drawn using a MeshInstance3D " -"node. Resources like Meshes and ArrayMeshes cannot be added to the scene " -"directly. A MeshInstance3D represents one instance of a mesh in your scene. " -"You can reuse a single mesh in multiple MeshInstance3Ds to draw it in " -"different parts of your scene with different materials or transformations " -"(scale, rotation, position etc.)." -msgstr "" - -msgid "" -"If you are going to draw the same object many times, it can be helpful to " -"use a MultiMesh with a MultiMeshInstance3D. MultiMeshInstance3Ds draw meshes " -"thousands of times very cheaply by taking advantage of hardware instancing. " -"The drawback with using a MultiMeshInstance3D is that each of your mesh's " -"surfaces are limited to one material for all instances. It uses an instance " -"array to store different colors and transformations for each instance, but " -"all the instances of each surface use the same material." -msgstr "" - -msgid "What a Mesh is" -msgstr "Mikä Mesh on" - -msgid "" -"A Mesh is composed of one or more surfaces. A surface is an array composed " -"of multiple sub-arrays containing vertices, normals, UVs, etc. Normally the " -"process of constructing surfaces and meshes is hidden from the user in the :" -"ref:`RenderingServer `, but with ArrayMeshes, the " -"user can construct a Mesh manually by passing in an array containing the " -"surface information." -msgstr "" - -msgid "Surfaces" -msgstr "" - -msgid "" -"Each surface has its own material. Alternatively, you can override the " -"material for all surfaces in the Mesh when you use a MeshInstance3D using " -"the :ref:`material_override " -"` property." -msgstr "" - -msgid "Surface array" -msgstr "" - -msgid "" -"The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each " -"position in the array is filled with a sub-array containing per-vertex " -"information. For example, the array located at ``ArrayMesh.ARRAY_NORMAL`` is " -"a :ref:`PackedVector3Array ` of vertex normals. " -"See :ref:`Mesh.ArrayType ` for more information." -msgstr "" - -msgid "" -"The surface array can be indexed or non-indexed. Creating a non-indexed " -"array is as easy as not assigning an array at the index ``ArrayMesh." -"ARRAY_INDEX``. A non-indexed array stores unique vertex information for " -"every triangle, meaning that when two triangles share a vertex, the vertex " -"is duplicated in the array. An indexed surface array only stores vertex " -"information for each unique vertex and then also stores an array of indices " -"which maps out how to construct the triangles from the vertex array. In " -"general, using an indexed array is faster, but it means you have to share " -"vertex data between triangles, which is not always desired (e.g. when you " -"want per-face normals)." -msgstr "" - -msgid "Tools" -msgstr "Työkalut" - -msgid "" -"Godot provides different ways of accessing and working with geometry. More " -"information on each will be provided in the following tutorials." -msgstr "" - -msgid "ArrayMesh" -msgstr "ArrayMesh" - -msgid "" -"The ArrayMesh resource extends Mesh to add a few different quality of life " -"functions and, most importantly, the ability to construct a Mesh surface " -"through scripting." -msgstr "" - -msgid "" -"For more information about the ArrayMesh, please see the :ref:`ArrayMesh " -"tutorial `." -msgstr "" - -msgid "MeshDataTool" -msgstr "" - -msgid "" -"The MeshDataTool is a resource that converts Mesh data into arrays of " -"vertices, faces, and edges that can be modified at runtime." -msgstr "" - -msgid "" -"For more information about the MeshDataTool, please see the :ref:" -"`MeshDataTool tutorial `." -msgstr "" - -msgid "SurfaceTool" -msgstr "" - -msgid "" -"The SurfaceTool allows the creation of Meshes using an OpenGL 1.x immediate " -"mode style interface." -msgstr "" - -msgid "" -"For more information about the SurfaceTool, please see the :ref:`SurfaceTool " -"tutorial `." -msgstr "" - -msgid "ImmediateMesh" -msgstr "" - -msgid "" -"ImmediateMesh is a node that uses an immediate mode style interface (like " -"SurfaceTool) to draw objects. The difference between ImmediateMesh and the " -"SurfaceTool is that ImmediateMesh is a node itself that can be added to the " -"scene tree and is drawn directly from the code, while The SurfaceTool " -"generates a Mesh that needs to be added to a MeshInstance3D to be seen." -msgstr "" - -msgid "" -"ImmediateMesh is useful for prototyping because of its straightforward API, " -"but it is slow because the geometry is rebuilt every frame. It is most " -"useful for adding simple geometry for visual debugging (e.g. by drawing " -"lines to visualize physics raycasts etc.)." -msgstr "" - -msgid "" -"For more information about ImmediateMesh, please see the :ref:`ImmediateMesh " -"tutorial `." -msgstr "" - -msgid "Which one should I use?" -msgstr "Mitä minun tulisi käyttää?" - -msgid "" -"Which approach you use depends on what you are trying to do and what kind of " -"procedure you are comfortable with." -msgstr "" - -msgid "" -"Both SurfaceTool and ArrayMesh are excellent for generating static geometry " -"(meshes) that don't change over time." -msgstr "" - -msgid "" -"Using an ArrayMesh is slightly faster than using a SurfaceTool, but the API " -"is a little more challenging. Additionally, SurfaceTool has a few quality of " -"life methods such as ``generate_normals()`` and ``index()``." -msgstr "" - -msgid "" -"ImmediateMesh regenerates the mesh every frame, so it is much slower than " -"ArrayMesh or SurfaceTool. However, if you need the geometry to change every " -"frame anyway, it provides a much easier interface that may even be a little " -"faster than generating an ArrayMesh every frame." -msgstr "" - -msgid "" -"The MeshDataTool is not fast, but it gives you access to all kinds of " -"properties of the mesh that you don't get with the others (edges, faces, " -"etc.). It is incredibly useful when you need that sort of data to transform " -"the mesh, but it is not a good idea to use it if that extra information is " -"not needed. The MeshDataTool is best used if you are going to be using an " -"algorithm that requires access to the face or edge array." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po deleted file mode 100644 index 72ab45368e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ /dev/null @@ -1,105 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the MeshDataTool" -msgstr "" - -msgid "" -"The :ref:`MeshDataTool ` is not used to generate " -"geometry. But it is helpful for dynamically altering geometry, for example " -"if you want to write a script to tessellate, simplify, or deform meshes." -msgstr "" - -msgid "" -"The MeshDataTool is not as fast as altering arrays directly using ArrayMesh. " -"However, it provides more information and tools to work with meshes than the " -"ArrayMesh does. When the MeshDataTool is used, it calculates mesh data that " -"is not available in ArrayMeshes such as faces and edges, which are necessary " -"for certain mesh algorithms. If you do not need this extra information then " -"it may be better to use an ArrayMesh." -msgstr "" - -msgid "" -"MeshDataTool can only be used on Meshes that use the PrimitiveType ``Mesh." -"PRIMITIVE_TRIANGLES``." -msgstr "" - -msgid "" -"We initialize the MeshDataTool from an ArrayMesh by calling " -"``create_from_surface()``. If there is already data initialized in the " -"MeshDataTool, calling ``create_from_surface()`` will clear it for you. " -"Alternatively, you can call ``clear()`` yourself before re-using the " -"MeshDataTool." -msgstr "" - -msgid "" -"In the examples below, assume an ArrayMesh called ``mesh`` has already been " -"created. See :ref:`ArrayMesh tutorial ` for an example of " -"mesh generation." -msgstr "" - -msgid "" -"``create_from_surface()`` uses the vertex arrays from the ArrayMesh to " -"calculate two additional arrays, one for edges and one for faces, for a " -"total of three arrays." -msgstr "" - -msgid "" -"An edge is a connection between any two vertices. Each edge in the edge " -"array contains a reference to the two vertices it is composed of, and up to " -"two faces that it is contained within." -msgstr "" - -msgid "" -"A face is a triangle made up of three vertices and three corresponding " -"edges. Each face in the face array contains a reference to the three " -"vertices and three edges it is composed of." -msgstr "" - -msgid "" -"The vertex array contains edge, face, normal, color, tangent, uv, uv2, bone, " -"and weight information connected with each vertex." -msgstr "" - -msgid "" -"To access information from these arrays you use a function of the form " -"``get_****()``:" -msgstr "" - -msgid "" -"What you choose to do with these functions is up to you. A common use case " -"is to iterate over all vertices and transform them in some way:" -msgstr "" - -msgid "" -"These modifications are not done in place on the ArrayMesh. If you are " -"dynamically updating an existing ArrayMesh, first delete the existing " -"surface before adding a new one using :ref:`commit_to_surface() " -"`:" -msgstr "" - -msgid "" -"Below is a complete example that turns a spherical mesh called ``mesh`` into " -"a randomly deformed blob complete with updated normals and vertex colors. " -"See :ref:`ArrayMesh tutorial ` for how to generate the base " -"mesh." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po deleted file mode 100644 index 30a99ccbeb..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using the SurfaceTool" -msgstr "SurfaceTool käyttö" - -msgid "" -"The :ref:`SurfaceTool ` provides a useful interface for " -"constructing geometry. The interface is similar to the :ref:`ImmediateMesh " -"` node. You set each per-vertex attribute (e.g. normal, " -"uv, color) and then when you add a vertex it captures the attributes." -msgstr "" - -msgid "" -"The SurfaceTool also provides some useful helper functions like ``index()`` " -"and ``generate_normals()``." -msgstr "" - -msgid "Attributes are added before each vertex is added:" -msgstr "" - -msgid "" -"When finished generating your geometry with the :ref:`SurfaceTool " -"` call ``commit()`` to finish generating the mesh. If an :" -"ref:`ArrayMesh ` is passed to ``commit()`` then it appends " -"a new surface to the end of the ArrayMesh. While if nothing is passed in, " -"``commit()`` returns an ArrayMesh." -msgstr "" - -msgid "Code creates a triangle with indices" -msgstr "" - -msgid "" -"You can optionally add an index array, either by calling ``add_index()`` and " -"adding vertices to the index array or by calling ``index()`` which shrinks " -"the vertex array to remove duplicate vertices." -msgstr "" - -msgid "" -"Similarly, if you have an index array, but you want each vertex to be unique " -"(e.g. because you want to use unique normals or colors per face instead of " -"per-vertex), you can call ``deindex()``." -msgstr "" - -msgid "" -"If you don't add custom normals yourself, you can add them using " -"``generate_normals()``, which should be called after generating geometry and " -"before committing the mesh using ``commit()`` or ``commit_to_arrays()``. " -"Calling ``generate_normals(true)`` will flip the resulting normals. As a " -"side note, ``generate_normals()`` only works if the primitive type is set to " -"``Mesh.PRIMITIVE_TRIANGLES``." -msgstr "" - -msgid "" -"You may notice that normal mapping or other material properties look broken " -"on the generated mesh. This is because normal mapping **requires** the mesh " -"to feature *tangents*, which are separate from *normals*. You can either add " -"custom tangents manually, or generate them automatically with " -"``generate_tangents()``. This method requires that each vertex have UVs and " -"normals set already." -msgstr "" - -msgid "" -"By default, when generating normals, they will be calculated on a per-face " -"basis. If you want smooth vertex normals, when adding vertices, call " -"``add_smooth_group()``. ``add_smooth_group()`` needs to be called while " -"building the geometry, e.g. before the call to ``add_vertex()`` (if non-" -"indexed) or ``add_index()`` (if indexed)." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/resolution_scaling.po deleted file mode 100644 index 75c4d10eef..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ /dev/null @@ -1,420 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Resolution scaling" -msgstr "Peittotila" - -msgid "Why use resolution scaling?" -msgstr "" - -msgid "" -"With the ever-increasing rendering complexity of modern games, rendering at " -"native resolution isn't always viable anymore, especially on lower-end GPUs." -msgstr "" - -msgid "" -"Resolution scaling is one of the most direct ways to influence the GPU " -"requirements of a scene. In scenes that are bottlenecked by the GPU (rather " -"than by the CPU), decreasing the resolution scale can improve performance " -"significantly. Resolution scaling is particularly important on mobile GPUs " -"where performance and power budgets are limited." -msgstr "" - -msgid "" -"While resolution scaling is an important tool to have, remember that " -"resolution scaling is not intended to be a replacement for decreasing " -"graphics settings on lower-end hardware. Consider exposing both resolution " -"scale and graphics settings in your in-game menus." -msgstr "" - -#, fuzzy -msgid "" -"You can compare resolution scaling modes and factors in action using the `3D " -"Antialiasing demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "" -"Resolution scaling is currently not available for 2D rendering, but it can " -"be simulated using the ``viewport`` stretch mode. See :ref:" -"`doc_multiple_resolutions` for more information." -msgstr "" - -#, fuzzy -msgid "Resolution scaling options" -msgstr "Resurssit" - -msgid "" -"In the advanced Project Settings' **Rendering > Scaling 3D** section, you " -"can find several options for 3D resolution scaling:" -msgstr "" - -#, fuzzy -msgid "Scaling mode" -msgstr "Skaalaustila" - -msgid "**Bilinear:** Standard bilinear filtering (default)." -msgstr "" - -msgid "" -"**FSR 1.0:** `AMD FidelityFX Super Resolution 1.0 `__. Slower, but higher quality compared to " -"bilinear scaling. On very slow GPUs, the cost of FSR 1.0 may be too " -"expensive to be worth using it over bilinear scaling." -msgstr "" - -msgid "" -"Here are comparison images between native resolution, bilinear scaling with " -"50% resolution scale and FSR 1.0 scaling with 50% resolution scale:" -msgstr "" - -msgid "" -"FSR 1.0 upscaling works best when coupled with another form of antialiasing. " -"Temporal antialiasing (TAA) or multisample antialiasing (MSAA) should " -"preferably be used in this case, as FXAA does not add temporal information " -"and introduces more blurring to the image." -msgstr "" - -msgid "Here's the same comparison, but with 4× MSAA enabled on all images:" -msgstr "" - -msgid "" -"Notice how the edge upscaling of FSR 1.0 becomes much more convincing once " -"4× MSAA is enabled." -msgstr "" - -msgid "Rendering scale" -msgstr "" - -msgid "" -"The **Rendering > Scaling 3D > Scale** setting adjusts the resolution scale. " -"``1.0`` represents the full resolution scale, with the 3D rendering " -"resolution matching the 2D rendering resolution. Resolution scales *below* " -"``1.0`` can be used to speed up rendering, at the cost of a blurrier final " -"image and more aliasing." -msgstr "" - -msgid "" -"The rendering scale can be adjusted at run-time by changing the " -"``scaling_3d_scale`` property on a :ref:`class_Viewport` node." -msgstr "" - -msgid "" -"Resolution scales *above* ``1.0`` can be used for supersample antialiasing " -"(SSAA). This will provide antialiasing at a *very* high performance cost, " -"and is **not recommended** for most use cases. See :ref:" -"`doc_3d_antialiasing` for more information." -msgstr "" - -msgid "" -"The tables below list common screen resolutions, the resulting 3D rendering " -"resolution and the number of megapixels that need to be rendered each frame " -"depending on the rendering scale option. Rows are sorted from fastest to " -"slowest in each table." -msgstr "" - -msgid "" -"The resolution scale is defined on a **per-axis** basis. For example, this " -"means that halving the resolution scale factor will reduce the number of " -"rendered megapixels per frame by a factor of 4, not 2. Therefore, very low " -"or very high resolution scale factors can have a greater performance impact " -"than expected." -msgstr "" - -msgid "**1920×1080 (Full HD)**" -msgstr "" - -#, fuzzy -msgid "Resolution scale factor" -msgstr "Etätarkastaja." - -#, fuzzy -msgid "3D rendering resolution" -msgstr "kameran animaatio" - -msgid "Megapixels rendered per frame" -msgstr "" - -msgid "``0.50``" -msgstr "" - -msgid "960×540" -msgstr "" - -msgid "0.52 MPix" -msgstr "" - -msgid "``0.67``" -msgstr "" - -msgid "1286×723" -msgstr "" - -msgid "0.93 MPix" -msgstr "" - -msgid "``0.75``" -msgstr "" - -msgid "1440×810" -msgstr "" - -msgid "1.17 MPix" -msgstr "" - -msgid "``0.85``" -msgstr "" - -msgid "1632×918" -msgstr "" - -msgid "1.50 MPix" -msgstr "" - -msgid "``1.00`` **(native)**" -msgstr "" - -msgid "**1920×1080**" -msgstr "" - -msgid "**2.07 MPix**" -msgstr "" - -msgid "``1.33`` (supersampling)" -msgstr "" - -msgid "2553×1436" -msgstr "" - -msgid "3.67 MPix" -msgstr "" - -msgid "``1.50`` (supersampling)" -msgstr "" - -msgid "2880×1620" -msgstr "" - -msgid "4.67 MPix" -msgstr "" - -msgid "``2.00`` (supersampling)" -msgstr "" - -msgid "3840×2160" -msgstr "" - -msgid "8.29 MPix" -msgstr "" - -msgid "**2560×1440 (QHD)**" -msgstr "" - -msgid "1280×720" -msgstr "" - -msgid "0.92 MPix" -msgstr "" - -msgid "1715×964" -msgstr "" - -msgid "1.65 MPix" -msgstr "" - -msgid "1920×1080" -msgstr "" - -msgid "2.07 MPix" -msgstr "" - -msgid "2176×1224" -msgstr "" - -msgid "2.66 MPix" -msgstr "" - -msgid "**2560×1440**" -msgstr "" - -msgid "**3.69 MPix**" -msgstr "" - -msgid "3404×1915" -msgstr "" - -msgid "6.52 MPix" -msgstr "" - -msgid "5120×2880" -msgstr "" - -msgid "14.75 MPix" -msgstr "" - -msgid "**3840×2160 (Ultra HD \"4K\")**" -msgstr "" - -msgid "2572×1447" -msgstr "" - -msgid "3.72 MPix" -msgstr "" - -msgid "3264×1836" -msgstr "" - -msgid "5.99 MPix" -msgstr "" - -msgid "**3840×2160**" -msgstr "" - -msgid "**8.29 MPix**" -msgstr "" - -msgid "5107×2872" -msgstr "" - -msgid "14.67 MPix" -msgstr "" - -msgid "5760×3240" -msgstr "" - -msgid "18.66 MPix" -msgstr "" - -msgid "7680×4320" -msgstr "" - -msgid "33.18 MPix" -msgstr "" - -msgid "FSR Sharpness" -msgstr "" - -msgid "" -"When using the FSR 1.0 scaling mode, the sharpness can be controlled using " -"the **Rendering > Scaling 3D > FSR Sharpness** advanced project setting." -msgstr "" - -msgid "" -"The intensity is inverted compared to most other sharpness sliders: *lower* " -"values will result in a sharper final image, while *higher* values will " -"*reduce* the impact of the sharpening filter. ``0.0`` is the sharpest, while " -"``2.0`` is the least sharp. The default value of ``0.2`` provides a balance " -"between preserving the original image's sharpness and avoiding additional " -"aliasing due to oversharpening." -msgstr "" - -msgid "" -"If you wish to use sharpening when rendering at native resolution, Godot " -"currently doesn't allow using the sharpening component of FSR (RCAS) " -"independently from the upscaling component (EASU)." -msgstr "" - -msgid "" -"As a workaround, you can set the 3D rendering scale to ``0.99``, set the " -"scaling mode to **FSR 1.0** then adjust FSR sharpness as needed. This allows " -"using FSR 1.0 while rendering at a near-native resolution." -msgstr "" - -msgid "Mipmap bias" -msgstr "" - -msgid "" -"Godot automatically uses a negative texture mipmap bias when the 3D " -"resolution scale is set below ``1.0``. This allows for better preservation " -"of texture detail at the cost of a grainy appearance on detailed textures." -msgstr "" - -msgid "" -"The texture LOD bias currently affects both 2D and 3D rendering in the same " -"way. However, keep in mind it only has an effect on textures with mipmaps " -"enabled. Textures used in 2D don't have mipmaps enabled by default, which " -"means only 3D rendering is affected unless you enabled mipmaps on 2D " -"textures in the Import dock." -msgstr "" - -msgid "The formula used to determine the texture mipmap bias is: TODO" -msgstr "" - -msgid "" -"To counteract the blurriness added by some antialiasing methods, Godot also " -"adds a ``-0.25`` offset when FXAA is enabled, and a ``-0.5`` offset when TAA " -"is enabled. If both are enabled at the same time, a ``-0.75`` offset is " -"used. This mipmap bias offset is applied *before* the resolution scaling " -"offset, so it does not change depending on resolution scale." -msgstr "" - -msgid "" -"The texture LOD bias can manually be changed by adjusting the **Rendering > " -"Textures > Default Filters > Texture Mipmap Bias** advanced project setting. " -"It can also be changed at run-time on :ref:`Viewports ` by " -"adjusting the ``texture_mipmap_bias`` property." -msgstr "" - -msgid "" -"Adjusting the mipmap LOD bias manually can be useful in certain scenarios, " -"but this should be done carefully to prevent the final image from looking " -"grainy in motion." -msgstr "" - -msgid "" -"*Negative* mipmap LOD bias can also decrease performance due to higher-" -"resolution mips having to be sampled further away. Recommended values for a " -"manual offset are between ``-0.5`` and ``0.0``." -msgstr "" - -msgid "" -"*Positive* mipmap LOD bias will make mipmapped textures appear blurrier than " -"intended. This may improve performance slightly, but is otherwise not " -"recommended as the loss in visual quality is usually not worth the " -"performance gain." -msgstr "" - -msgid "" -"The example below shows an extreme case, with a mipmap LOD bias of ``-1.0`` " -"and anisotropic filtering disabled to make the difference more noticeable:" -msgstr "" - -msgid "Troubleshooting" -msgstr "Ongelmien ratkonta" - -msgid "Performance does not increase much when decreasing resolution scale" -msgstr "" - -msgid "" -"If performance doesn't increase much when decreasing resolution scale to a " -"value like ``0.5``, it likely means the performance bottleneck is elsewhere " -"in your scene. For example, your scene could have too many draw calls, " -"causing a CPU bottleneck to occur. Likewise, you may have too many graphics " -"effects enabled for your GPU to handle (such as SDFGI, SSAO or SSR)." -msgstr "" - -#, fuzzy -msgid "See the :ref:`doc_performance` tutorials for more information." -msgstr "Katso :ref:`doc_instancing` oppiaksesi enemmän ilmentymistä." - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/standard_material_3d.po deleted file mode 100644 index 3c0b7b3e37..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ /dev/null @@ -1,820 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Standard Material 3D and ORM Material 3D" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"``StandardMaterial3D`` and ``ORMMaterial3D`` (Occlusion, Roughness, " -"Metallic) are default 3D materials that aim to provide most of the features " -"artists look for in a material, without the need for writing shader code. " -"However, they can be converted to shader code if additional functionality is " -"needed." -msgstr "" - -msgid "This tutorial explains the parameters present in both materials." -msgstr "" - -msgid "" -"There are 4 ways to add these materials to an object. A material can be " -"added in the *Material* property of the mesh. It can be added in the " -"*Material* property of the node using the mesh (such as a MeshInstance3D " -"node), the *Material Override* property of the node using the mesh, and the " -"*Material Overlay*." -msgstr "" - -msgid "" -"If you add a material to the mesh itself, every time that mesh is used it " -"will have that material. If you add a material to the node using the mesh, " -"the material will only be used by that node, it will also override the " -"material property of the mesh. If a material is added in the *Material " -"Override* property of the node, it will only be used by that node. It will " -"also override the regular material property of the node and the material " -"property of the mesh." -msgstr "" - -msgid "" -"The *Material Overlay* property will render a material **over** the current " -"one being used by the mesh. As an example, this can be used to put a " -"transparent shield effect on a mesh." -msgstr "" - -msgid "BaseMaterial 3D settings" -msgstr "" - -msgid "" -"StandardMaterial3D has many settings that determine the look of a material. " -"All of these are under the BaseMaterial3D category" -msgstr "" - -msgid "" -"ORM materials are almost exactly the same with one difference. Instead of " -"separate settings and textures for occlusion, roughness, and metallic, there " -"is a single ORM texture. The different color channels of that texture are " -"used for each parameter. Programs such as Substance Painter and Armor Paint " -"will give you the option to export in this format, for these two programs " -"it's with the export preset for unreal engine, which also uses ORM textures." -msgstr "" - -#, fuzzy -msgid "Transparency" -msgstr "Transponoi" - -msgid "" -"In Godot, materials are not transparent unless specifically configured to " -"be. The main reason behind this is that transparent materials are rendered " -"using a different technique (sorted from back to front and rendered in " -"order)." -msgstr "" - -msgid "" -"This technique is less efficient (many state changes happen) and makes the " -"materials unusable with many mid- and post-processing effects (such as SSAO, " -"SSR, etc.) that require perfectly opaque geometry." -msgstr "" - -msgid "" -"For this reason, materials in Godot are assumed opaque unless specified " -"otherwise. The main settings that enable transparency are:" -msgstr "" - -msgid "Transparency (this one)" -msgstr "" - -msgid "Blend mode set to other than \"Mix\"" -msgstr "" - -msgid "Enabling distance or proximity fade" -msgstr "" - -msgid "" -"When transparency other than ``0`` or ``1`` is not needed, it's possible to " -"set a threshold to prevent the object from rendering semi-transparent pixels " -"using the alpha scissor option." -msgstr "" - -msgid "" -"This renders the object via the opaque pipeline when opaque pre-pass is on, " -"which is faster and allows it to use mid- and post-process effects such as " -"SSAO, SSR, etc." -msgstr "" - -msgid "Blend Mode" -msgstr "" - -msgid "" -"Controls the blend mode for the material. Keep in mind that any mode other " -"than *Mix* forces the object to go through the transparent pipeline." -msgstr "" - -msgid "" -"**Mix:** Default blend mode, alpha controls how much the object is visible." -msgstr "" - -msgid "" -"**Add:** The final color of the object is added to the color of the screen, " -"nice for flares or some fire-like effects." -msgstr "" - -msgid "" -"**Sub:** The final color of the object is subtracted from the color of the " -"screen." -msgstr "" - -msgid "" -"**Mul:** The final color of the object is multiplied with the color of the " -"screen." -msgstr "" - -msgid "Cull Mode" -msgstr "" - -msgid "" -"Determines which side of the object is not drawn when backfaces are rendered:" -msgstr "" - -msgid "**Back:** The back of the object is culled when not visible (default)." -msgstr "" - -msgid "**Front:** The front of the object is culled when not visible." -msgstr "" - -msgid "" -"**Disabled:** Used for objects that are double-sided (no culling is " -"performed)." -msgstr "" - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" - -msgid "Depth Draw Mode" -msgstr "" - -msgid "Specifies when depth rendering must take place." -msgstr "" - -msgid "**Opaque Only (default):** Depth is only drawn for opaque objects." -msgstr "" - -msgid "" -"**Always:** Depth draw is drawn for both opaque and transparent objects." -msgstr "" - -msgid "" -"**Never:** No depth draw takes place (do not confuse this with the No Depth " -"Test option below)." -msgstr "" - -msgid "" -"**Depth Pre-Pass:** For transparent objects, an opaque pass is made first " -"with the opaque parts, then transparency is drawn above. Use this option " -"with transparent grass or tree foliage." -msgstr "" - -msgid "No Depth Test" -msgstr "" - -msgid "" -"In order for close objects to appear over far away objects, depth testing is " -"performed. Disabling it has the result of objects appearing over (or under) " -"everything else." -msgstr "" - -msgid "" -"Disabling this makes the most sense for drawing indicators in world space, " -"and works very well with the *Render Priority* property of Material (see the " -"bottom of this page)." -msgstr "" - -msgid "Shading" -msgstr "Grafiikan koodaus" - -#, fuzzy -msgid "Shading mode" -msgstr "Grafiikan koodaus" - -msgid "" -"Godot has a more or less uniform cost per pixel thanks to depth pre-pass. " -"All lighting calculations are made by running the lighting shader on every " -"pixel." -msgstr "" - -msgid "" -"As these calculations are costly, performance can be brought down " -"considerably in some corner cases such as drawing several layers of " -"transparency (which is common in particle systems). Switching to per-vertex " -"lighting may help in these cases." -msgstr "" - -msgid "" -"Additionally, on low-end or mobile devices, switching to vertex lighting can " -"considerably increase rendering performance." -msgstr "" - -msgid "" -"Keep in mind that when vertex lighting is enabled, only directional lighting " -"can produce shadows (for performance reasons)." -msgstr "" - -msgid "" -"However, in some cases you might want to show just the albedo (color) and " -"ignore the rest. To do this you can set the shading mode to unshaded" -msgstr "" - -msgid "Diffuse Mode" -msgstr "" - -msgid "" -"Specifies the algorithm used by diffuse scattering of light when hitting the " -"object. The default is *Burley*. Other modes are also available:" -msgstr "" - -msgid "" -"**Burley:** Default mode, the original Disney Principled PBS diffuse " -"algorithm." -msgstr "" - -msgid "**Lambert:** Is not affected by roughness." -msgstr "" - -msgid "" -"**Lambert Wrap:** Extends Lambert to cover more than 90 degrees when " -"roughness increases. Works great for hair and simulating cheap subsurface " -"scattering. This implementation is energy conserving." -msgstr "" - -msgid "" -"**Oren Nayar:** This implementation aims to take microsurfacing into account " -"(via roughness). Works well for clay-like materials and some types of cloth." -msgstr "" - -msgid "" -"**Toon:** Provides a hard cut for lighting, with smoothing affected by " -"roughness. It is recommended you disable sky contribution from your " -"environment's ambient light settings or disable ambient light in the " -"StandardMaterial3D to achieve a better effect." -msgstr "" - -msgid "Specular Mode" -msgstr "" - -msgid "" -"Specifies how the specular blob will be rendered. The specular blob " -"represents the shape of a light source reflected in the object." -msgstr "" - -msgid "**SchlickGGX:** The most common blob used by PBR 3D engines nowadays." -msgstr "" - -msgid "" -"**Blinn:** Common in previous-generation engines. Not worth using nowadays, " -"but left here for the sake of compatibility." -msgstr "" - -msgid "**Phong:** Same as above." -msgstr "" - -msgid "" -"**Toon:** Creates a toon blob, which changes size depending on roughness." -msgstr "" - -msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" -msgstr "" - -msgid "Disable Ambient Light" -msgstr "" - -msgid "" -"Makes the object not receive any kind of ambient lighting that would " -"otherwise light it." -msgstr "" - -#, fuzzy -msgid "Disable Fog" -msgstr "Muuttuja" - -msgid "" -"Makes the object unaffected by depth-based or volumetric fog. This is useful " -"for particles or other additively blended materials that would otherwise " -"show the shape of the mesh (even in places where it would be invisible " -"without the fog)." -msgstr "" - -msgid "Vertex Color" -msgstr "" - -msgid "" -"This setting allows choosing what is done by default to vertex colors that " -"come from your 3D modelling application. By default, they are ignored." -msgstr "" - -msgid "Use as Albedo" -msgstr "" - -msgid "Choosing this option means vertex color is used as albedo color." -msgstr "" - -msgid "Is sRGB" -msgstr "" - -msgid "" -"Most 3D modeling software will likely export vertex colors as sRGB, so " -"toggling this option on will help them look correct." -msgstr "" - -msgid "Albedo" -msgstr "" - -msgid "" -"*Albedo* is the base color for the material, on which all the other settings " -"operate. When set to *Unshaded*, this is the only color that is visible. In " -"previous versions of Godot, this channel was named *Diffuse*. The change of " -"name mainly happened because, in PBR (Physically Based Rendering), this " -"color affects many more calculations than just the diffuse lighting path." -msgstr "" - -msgid "Albedo color and texture can be used together as they are multiplied." -msgstr "" - -msgid "" -"*Alpha channel* in albedo color and texture is also used for the object " -"transparency. If you use a color or texture with *alpha channel*, make sure " -"to either enable transparency or *alpha scissoring* for it to work." -msgstr "" - -msgid "Metallic" -msgstr "" - -msgid "" -"Godot uses a metallic model over competing models due to its simplicity. " -"This parameter defines how reflective the material is. The more reflective, " -"the less diffuse/ambient light affects the material and the more light is " -"reflected. This model is called \"energy-conserving\"." -msgstr "" - -msgid "" -"The *Specular* parameter is a general amount for the reflectivity (unlike " -"*Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't " -"touch it unless you need to)." -msgstr "" - -msgid "" -"The minimum internal reflectivity is ``0.04``, so it's impossible to make a " -"material completely unreflective, just like in real life." -msgstr "" - -msgid "Roughness" -msgstr "" - -msgid "" -"*Roughness* affects the way reflection happens. A value of ``0`` makes it a " -"perfect mirror while a value of ``1`` completely blurs the reflection " -"(simulating natural microsurfacing). Most common types of materials can be " -"achieved with the right combination of *Metallic* and *Roughness*." -msgstr "" - -msgid "Emission" -msgstr "" - -msgid "" -"*Emission* specifies how much light is emitted by the material (keep in mind " -"this does not include light surrounding geometry unless :ref:`VoxelGI " -"` or :ref:`SDFGI ` are used). This " -"value is added to the resulting final image and is not affected by other " -"lighting in the scene." -msgstr "" - -msgid "Normal map" -msgstr "" - -msgid "" -"Normal mapping allows you to set a texture that represents finer shape " -"detail. This does not modify geometry, only the incident angle for light. In " -"Godot, only the red and green channels of normal maps are used for better " -"compression and wider compatibility." -msgstr "" - -msgid "" -"Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is " -"known as OpenGL style. If you've imported a material made to be used with " -"another engine it may be DirectX style, in which case the normal map needs " -"to be converted so its Y axis is flipped." -msgstr "" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" - -msgid "Rim" -msgstr "" - -msgid "" -"Some fabrics have small micro-fur that causes light to scatter around it. " -"Godot emulates this with the *Rim* parameter. Unlike other rim lighting " -"implementations, which just use the emission channel, this one actually " -"takes light into account (no light means no rim). This makes the effect " -"considerably more believable." -msgstr "" - -msgid "" -"Rim size depends on roughness, and there is a special parameter to specify " -"how it must be colored. If *Tint* is ``0``, the color of the light is used " -"for the rim. If *Tint* is ``1``, then the albedo of the material is used. " -"Using intermediate values generally works best." -msgstr "" - -msgid "Clearcoat" -msgstr "" - -msgid "" -"The *Clearcoat* parameter is used to add a secondary pass of transparent " -"coat to the material. This is common in car paint and toys. In practice, " -"it's a smaller specular blob added on top of the existing material." -msgstr "" - -msgid "Anisotropy" -msgstr "" - -msgid "" -"This changes the shape of the specular blob and aligns it to tangent space. " -"Anisotropy is commonly used with hair, or to make materials such as brushed " -"aluminum more realistic. It works especially well when combined with " -"flowmaps." -msgstr "" - -msgid "Ambient Occlusion" -msgstr "" - -msgid "" -"It is possible to specify a baked ambient occlusion map. This map affects " -"how much ambient light reaches each surface of the object (it does not " -"affect direct light by default). While it is possible to use Screen-Space " -"Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the " -"quality of a well-baked AO map. It is recommended to bake ambient occlusion " -"whenever possible." -msgstr "" - -msgid "Height" -msgstr "" - -msgid "" -"Setting a depth map on a material produces a ray-marched search to emulate " -"the proper displacement of cavities along the view direction. This is not " -"real added geometry, but an illusion of depth. It may not work for complex " -"objects, but it produces a realistic depth effect for textures. For best " -"results, *Depth* should be used together with normal mapping." -msgstr "" - -msgid "Subsurface Scattering" -msgstr "" - -msgid "" -"This effect emulates light that penetrates an object's surface, is " -"scattered, and then comes out. It is useful to create realistic skin, " -"marble, colored liquids, etc." -msgstr "" - -#, fuzzy -msgid "Back Lighting" -msgstr "Valon valmismuuttujat" - -msgid "" -"This controls how much light from the lit side (visible to light) is " -"transferred to the dark side (opposite from the light). This works well for " -"thin objects such as plant leaves, grass, human ears, etc." -msgstr "" - -msgid "Refraction" -msgstr "" - -msgid "" -"When refraction is enabled, it supersedes alpha blending, and Godot attempts " -"to fetch information from behind the object being rendered instead. This " -"allows distorting the transparency in a way similar to refraction in real " -"life." -msgstr "" - -msgid "" -"Remember to use a transparent albedo texture (or reduce the albedo color's " -"alpha channel) to make refraction visible, as refraction relies on " -"transparency to have a visible effect." -msgstr "" - -msgid "" -"A normal map can optionally be specified in the **Refraction Texture** " -"property to allow distorting the refraction's direction on a per-pixel basis." -msgstr "" - -msgid "" -"Refraction is implemented as a screen-space effect and forces the material " -"to be transparent. This makes the effect relatively fast, but this results " -"in some limitations:" -msgstr "" - -msgid "" -":ref:`Transparency sorting " -"` issues may occur." -msgstr "" - -msgid "" -"The refractive material cannot refract onto itself, or onto other " -"transparent materials. A refractive material behind another transparent " -"material will be invisible." -msgstr "" - -msgid "" -"Off-screen objects cannot appear in the refraction. This is most noticeable " -"with high refraction strength values." -msgstr "" - -msgid "" -"Opaque materials in front of the refractive material will appear to have " -"\"refracted\" edges, even though they shouldn't." -msgstr "" - -msgid "Detail" -msgstr "" - -msgid "" -"Godot allows using secondary albedo and normal maps to generate a detail " -"texture, which can be blended in many ways. By combining this with secondary " -"UV or triplanar modes, many interesting textures can be achieved." -msgstr "" - -msgid "There are several settings that control how detail is used." -msgstr "" - -msgid "" -"Mask: The detail mask is a black and white image used to control where the " -"blending takes place on a texture. White is for the detail textures, Black " -"is for the regular material textures, different shades of gray are for " -"partial blending of the material textures and detail textures." -msgstr "" - -msgid "" -"Blend Mode: These four modes control how the textures are blended together." -msgstr "" - -msgid "" -"Mix: Combines pixel values of both textures. At black, only show the " -"material texture, at white, only show the detail texture. Values of gray " -"create a smooth blend between the two." -msgstr "" - -msgid "" -"Add: Adds pixel values of one Texture with the other. Unlike mix mode both " -"textures are completely mixed at white parts of a mask and not at gray " -"parts. The original texture is mostly unchanged at black" -msgstr "" - -msgid "" -"Sub: Subtracts pixel values of one texture with the other. The second " -"texture is completely subtracted at white parts of a mask with only a little " -"subtraction in black parts, gray parts being different levels of subtraction " -"based on the exact texture." -msgstr "" - -msgid "" -"Mul: Multiplies the RGB channel numbers for each pixel from the top texture " -"with the values for the corresponding pixel from the bottom texture." -msgstr "" - -msgid "" -"Albedo: This is where you put an albedo texture you want to blend. If " -"nothing is in this slot it will be interpreted as white by default." -msgstr "" - -msgid "" -"Normal: This is where you put a normal texture you want to blend. If nothing " -"is in this slot it will be interpreted as a flat normal map. This can still " -"be used even if the material does not have normal map enabled." -msgstr "" - -msgid "UV1 and UV2" -msgstr "" - -msgid "" -"Godot supports two UV channels per material. Secondary UV is often useful " -"for ambient occlusion or emission (baked light). UVs can be scaled and " -"offset, which is useful when using repeating textures." -msgstr "" - -msgid "Triplanar Mapping" -msgstr "" - -msgid "" -"Triplanar mapping is supported for both UV1 and UV2. This is an alternative " -"way to obtain texture coordinates, sometimes called \"Autotexture\". " -"Textures are sampled in X, Y and Z and blended by the normal. Triplanar " -"mapping can be performed in either world space or object space." -msgstr "" - -msgid "" -"In the image below, you can see how all primitives share the same material " -"with world triplanar, so the brick texture continues smoothly between them." -msgstr "" - -msgid "World Triplanar" -msgstr "" - -msgid "" -"When using triplanar mapping, it is computed in object local space. This " -"option makes it use world space instead." -msgstr "" - -#, fuzzy -msgid "Sampling" -msgstr "Kääntäminen" - -msgid "Filter" -msgstr "" - -msgid "" -"The filtering method for the textures used by the material. See :ref:`this " -"page` for a full list of " -"options and their description." -msgstr "" - -msgid "Repeat" -msgstr "" - -msgid "" -"if the textures used by the material repeat, and how they repeat. See :ref:" -"`this page` for a full list of " -"options and their description." -msgstr "" - -msgid "Shadows" -msgstr "" - -msgid "Do Not Receive Shadows" -msgstr "" - -msgid "" -"Makes the object not receive any kind of shadow that would otherwise be cast " -"onto it." -msgstr "" - -msgid "Use Shadow to Opacity" -msgstr "" - -msgid "" -"Lighting modifies the alpha so shadowed areas are opaque and non-shadowed " -"areas are transparent. Useful for overlaying shadows onto a camera feed in " -"AR." -msgstr "" - -#, fuzzy -msgid "Billboard" -msgstr "Leikepöytä" - -msgid "Billboard Mode" -msgstr "" - -msgid "" -"Enables billboard mode for drawing materials. This controls how the object " -"faces the camera:" -msgstr "" - -msgid "**Disabled:** Billboard mode is disabled." -msgstr "" - -msgid "" -"**Enabled:** Billboard mode is enabled, the object's -Z axis will always " -"face the camera." -msgstr "" - -msgid "" -"**Y-Billboard:** The object's X axis will always be aligned with the camera." -msgstr "" - -msgid "" -"**Particles:** Most suited for particle systems, because it allows " -"specifying animation options." -msgstr "" - -msgid "The above options are only enabled for Particle Billboard." -msgstr "" - -msgid "Billboard Keep Scale" -msgstr "" - -msgid "Enables scaling a mesh in billboard mode." -msgstr "" - -msgid "Grow" -msgstr "" - -msgid "Grows the object vertices in the direction pointed by their normals:" -msgstr "" - -msgid "" -"This is commonly used to create cheap outlines. Add a second material pass, " -"make it black and unshaded, reverse culling (Cull Front), and add some grow:" -msgstr "" - -msgid "Transform" -msgstr "Muunna" - -msgid "Fixed Size" -msgstr "" - -msgid "" -"This causes the object to be rendered at the same size no matter the " -"distance. This is useful mostly for indicators (no depth test and high " -"render priority) and some types of billboards." -msgstr "" - -msgid "Use Point Size" -msgstr "" - -msgid "" -"This option is only effective when the geometry rendered is made of points " -"(generally it's made of triangles when imported from 3D modeling software). " -"If so, then those points can be resized (see below)." -msgstr "" - -msgid "Point Size" -msgstr "" - -msgid "When drawing points, specify the point size in pixels." -msgstr "" - -msgid "Transmission" -msgstr "" - -msgid "Proximity and Distance Fade" -msgstr "" - -msgid "" -"Godot allows materials to fade by proximity to each other as well as " -"depending on the distance from the viewer. Proximity fade is useful for " -"effects such as soft particles or a mass of water with a smooth blending to " -"the shores." -msgstr "" - -msgid "" -"Distance fade is useful for light shafts or indicators that are only present " -"after a given distance." -msgstr "" - -msgid "" -"Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** " -"mode enables alpha blending. Alpha blending is more GPU-intensive and can " -"cause transparency sorting issues. Alpha blending also disables many " -"material features such as the ability to cast shadows. To hide a character " -"when they get too close to the camera, consider using **Pixel Dither** or " -"better, **Object Dither** (which is even faster than **Pixel Dither**)." -msgstr "" - -#, fuzzy -msgid "Material Settings" -msgstr "Käyttäjäasetukset" - -msgid "Render priority" -msgstr "" - -msgid "" -"The rendering order of objects can be changed, although this is mostly " -"useful for transparent objects (or opaque objects that perform depth draw " -"but no color draw, such as cracks on the floor)." -msgstr "" - -#, fuzzy -msgid "Next Pass" -msgstr "Seuraava välilehti" - -msgid "" -"Sets the material to be used for the next pass. This renders the object " -"again with a different material." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_decals.po deleted file mode 100644 index 071a910374..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_decals.po +++ /dev/null @@ -1,353 +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 , 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 \n" -"Language-Team: LANGUAGE \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 decals" -msgstr "Välilyöntien käyttö" - -msgid "" -"Decals are only supported in the Clustered Forward and Forward Mobile " -"rendering backends, not the Compatibility backend." -msgstr "" - -msgid "" -"If using the Compatibility backend, consider using Sprite3D as an " -"alternative for projecting decals onto (mostly) flat surfaces." -msgstr "" - -msgid "" -"Decals are projected textures that apply on opaque or transparent surfaces " -"in 3D. This projection happens in real-time and doesn't rely on mesh " -"generation. This allows you to move decals every frame with only a small " -"performance impact, even when applied on complex meshes." -msgstr "" - -msgid "" -"While decals cannot add actual geometry detail onto the projected surface, " -"decals can still make use of physically-based rendering to provide similar " -"properties to full-blown :abbr:`PBR (Physically-Based Rendering)` materials." -msgstr "" - -msgid "On this page, you'll learn:" -msgstr "" - -msgid "How to set up decals in the 3D editor." -msgstr "" - -msgid "" -"How to create decals during gameplay in a 3D scene (such as bullet impacts)." -msgstr "" - -msgid "How to balance decal configuration between performance and quality." -msgstr "" - -#, fuzzy -msgid "" -"The Godot demo projects repository contains a `3D decals demo `__." -msgstr "" -"Esimerkkiprojektia varten, katso OS-testausdemo: https://github.com/" -"godotengine/godot-demo-projects/tree/master/misc/os_test" - -msgid "" -"If you're looking to write arbitrary 3D text on top of a surface, use :ref:" -"`doc_3d_text` placed close to a surface instead of a Decal node." -msgstr "" - -msgid "Use cases" -msgstr "" - -#, fuzzy -msgid "Static decoration" -msgstr "metodit" - -msgid "" -"Sometimes, the fastest way to add texture detail to a scene is to use " -"decals. This is especially the case for organic detail, such as patches of " -"dirt or sand scattered on a large surface. Decals can help break up texture " -"repetition in scenes and make patterns look more natural. On a smaller " -"scale, decals can also be used to create detail variations for objects. For " -"example, decals can be used to add nuts and bolts on top of hard-surface " -"geometry." -msgstr "" - -msgid "" -"Since decals can inject their own :abbr:`PBR (Physically-Based Rendering)` " -"properties on top of the projected surfaces, they can also be used to create " -"footprints or wet puddles." -msgstr "" - -msgid "Dirt added on top of level geometry using decals" -msgstr "" - -msgid "Dynamic gameplay elements" -msgstr "" - -msgid "" -"Decals can represent temporary or persistent gameplay effects such as bullet " -"impacts and explosion scorches." -msgstr "" - -msgid "" -"Using an AnimationPlayer node or a script, decals can be made to fade over " -"time (and then be removed using ``queue_free()``) to improve performance." -msgstr "" - -msgid "Blob shadows" -msgstr "" - -msgid "" -"Blob shadows are frequently used in mobile projects (or to follow a retro " -"art style), as real-time lighting tends to be too expensive on low-end " -"mobile devices. However, when relying on baked lightmaps with fully baked " -"lights, dynamic objects will not cast *any* shadow from those lights. This " -"makes dynamic objects in lightmapped scenes look flat in comparison to real-" -"time lighting, with dynamic objects almost looking like they're floating." -msgstr "" - -msgid "" -"Thanks to blob shadows, dynamic objects can still cast an approximative " -"shadow. Not only this helps with depth perception in the scene, but this can " -"also be a gameplay element, especially in 3D platformers. The blob shadow's " -"length can be extended to let the player know where they will land if they " -"fall straight down." -msgstr "" - -msgid "" -"Even with real-time lighting, blob shadows can still be useful as a form of " -"ambient occlusion for situations where SSAO is too expensive or too unstable " -"due to its screen-space nature. For example, vehicles' underside shadows are " -"well-represented using blob shadows." -msgstr "" - -msgid "Blob shadow under object comparison" -msgstr "" - -msgid "Quick start guide" -msgstr "" - -#, fuzzy -msgid "Creating decals in the editor" -msgstr "Signaalien yhdistäminen koodin kautta" - -#, fuzzy -msgid "Create a Decal node in the 3D editor." -msgstr "Signaalien yhdistäminen koodin kautta" - -msgid "" -"In the inspector, expand the **Textures** section and load a texture in " -"**Textures > Albedo**." -msgstr "" - -msgid "" -"Move the Decal node towards an object, then rotate it so the decal is " -"visible (and in the right orientation). If the decal appears mirrored, try " -"to rotate it by 180 degrees. You can double-check whether it's in the right " -"orientation by increasing **Parameters > Normal Fade** to 0.5. This will " -"prevent the Decal from being projected on surfaces that are not facing the " -"decal." -msgstr "" - -msgid "" -"If your decal is meant to affect static objects only, configure it to " -"prevent affecting dynamic objects (or vice versa). To do so, change the " -"decal's **Cull Mask** property to exclude certain layers. After doing this, " -"modify your dynamic objects' MeshInstance3D nodes to change their visibility " -"layers. For instance, you can move them from layer 1 to layer 2, then " -"disable layer 2 in the decal's **Cull Mask** property." -msgstr "" - -#, fuzzy -msgid "Decal node properties" -msgstr "Solmun ominaisuudet" - -msgid "" -"**Extents:** The size of the decal. The Y axis determines the length of the " -"decal's projection. Keep the projection length as short as possible to " -"improve culling opportunities, therefore improving performance." -msgstr "" - -#, fuzzy -msgid "Textures" -msgstr "tekstuurit" - -msgid "" -"**Albedo:** The albedo (diffuse/color) map to use for the decal. In most " -"situations, this is the texture you want to set first. If using a normal or " -"ORM map, an albedo map *must* be set to provide an alpha channel. This alpha " -"channel will be used as a mask to determine how much the normal/ORM maps " -"will affect the underlying surface." -msgstr "" - -msgid "" -"**Normal:** The normal map to use for the decal. This can be used to " -"increase perceived detail on the decal by modifying how light reacts to it. " -"The impact of this texture is multiplied by the albedo texture's alpha " -"channel (but not **Albedo Mix**)." -msgstr "" - -msgid "" -"**ORM:** The Occlusion/Roughness/Metallic map to use for the decal. This is " -"an optimized format for storing PBR material maps. Ambient Occlusion map is " -"stored in the red channel, roughness map in the green channel, metallic map " -"in the blue channel. The impact of this texture is multiplied by the albedo " -"texture's alpha channel (but not **Albedo Mix**)." -msgstr "" - -msgid "" -"**Emission:** The emission texture to use for the decal. Unlike **Albedo**, " -"this texture will appear to glow in the dark." -msgstr "" - -msgid "Parameters" -msgstr "" - -msgid "**Emission Energy:** The brightness of the emission texture." -msgstr "" - -msgid "" -"**Modulate:** Multiplies the color of the albedo and emission textures. Use " -"this to tint decals (e.g. for paint decals, or to increase variation by " -"randomizing each decal's modulation)." -msgstr "" - -msgid "" -"**Albedo Mix:** The opacity of the albedo texture. Unlike using an albedo " -"texture with a more transparent alpha channel, decreasing this value below " -"``1.0`` does *not* reduce the impact of the normal/ORM texture on the " -"underlying surface. Set this to ``0.0`` when creating normal/ORM-only decals " -"such as footsteps or wet puddles." -msgstr "" - -msgid "" -"**Normal Fade:** Fades the Decal if the angle between the Decal's :abbr:" -"`AABB (Axis-Aligned Bounding Box)` and the target surface becomes too large. " -"A value of ``0.0`` projects the decal regardless of angle, while a value of " -"``0.999`` limits the decal to surfaces that are nearly perpendicular. " -"Setting **Normal Fade** to a value greater than ``0.0`` has a small " -"performance cost due to the added normal angle computations." -msgstr "" - -#, fuzzy -msgid "Vertical Fade" -msgstr "Partikkelisävyttimet" - -msgid "" -"**Upper Fade:** The curve over which the decal will fade as the surface gets " -"further from the center of the :abbr:`AABB (Axis-Aligned Bounding Box)` " -"(towards the decal's projection angle). Only positive values are valid." -msgstr "" - -msgid "" -"**Lower Fade:** The curve over which the decal will fade as the surface gets " -"further from the center of the :abbr:`AABB (Axis-Aligned Bounding Box)` " -"(away from the decal's projection angle). Only positive values are valid." -msgstr "" - -msgid "Distance Fade" -msgstr "" - -msgid "" -"**Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of " -"Detail)`) is enabled. The decal will fade out over **Begin + Length**, after " -"which it will be culled and not sent to the shader at all. Use this to " -"reduce the number of active decals in a scene and thus improve performance." -msgstr "" - -msgid "" -"**Begin:** The distance from the camera at which the decal begins to fade " -"away (in 3D units)." -msgstr "" - -msgid "" -"**Length:** The distance over which the decal fades (in 3D units). The decal " -"becomes slowly more transparent over this distance and is completely " -"invisible at the end. Higher values result in a smoother fade-out " -"transition, which is more suited when the camera moves fast." -msgstr "" - -msgid "Cull Mask" -msgstr "" - -msgid "" -"**Cull Mask:** Specifies which VisualInstance3D layers this decal will " -"project on. By default, decals affect all layers. This is used so you can " -"specify which types of objects receive the decal and which do not. This is " -"especially useful so you can ensure that dynamic objects don't accidentally " -"receive a Decal intended for the terrain under them." -msgstr "" - -msgid "Tweaking performance and quality" -msgstr "" - -msgid "" -"Decal rendering performance is mostly determined by their screen coverage, " -"but also their number. In general, a few large decals that cover up most of " -"the screen will be more expensive to render than many small decals that are " -"scattered around." -msgstr "" - -msgid "" -"To improve rendering performance, you can enable the **Distance Fade** " -"property as described above. This will make distant decals fade out when " -"they are far away from the camera (and may have little to no impact on the " -"final scene rendering). Using node groups, you can also prevent non-" -"essential decorative decals from spawning based on user configuration." -msgstr "" - -msgid "" -"The way decals are rendered also has an impact on performance. The " -"**Rendering > Textures > Decals > Filter** advanced project setting lets you " -"control how decal textures should be filtered. **Nearest/Linear** does not " -"use mipmaps. However, decals will look grainy at a distance. **Nearest/" -"Linear Mipmaps** will look smoother at a distance, but decals will look " -"blurry when viewed from oblique angles. This can be resolved by using " -"**Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality " -"but is also slower to render." -msgstr "" - -msgid "" -"If your project has a pixel art style, consider setting the filter to one of " -"the **Nearest** values so that decals use nearest-neighbor filtering. " -"Otherwise, stick to **Linear**." -msgstr "" - -msgid "Limitations" -msgstr "" - -msgid "" -"Decals cannot affect material properties other than the ones listed above, " -"such as height (for parallax mapping)." -msgstr "" - -msgid "" -"For performance reasons, decals use purely fixed rendering logic. This means " -"decals cannot use custom shaders. However, custom shaders on the projected " -"surfaces are able to read the information that is overridden by decals on " -"top of them, such as roughness and metallic." -msgstr "" - -msgid "" -"When using the Forward Mobile backend, only 8 decals can be applied on each " -"individual Mesh *resource*. If there are more decals affecting a single " -"mesh, not all of them will be rendered on the mesh." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po deleted file mode 100644 index c9b8a67524..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ /dev/null @@ -1,200 +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 , 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 \n" -"Language-Team: LANGUAGE \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 GridMaps" -msgstr "Tartu ruudukkoon" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -":ref:`Gridmaps ` are a tool for creating 3D game levels, " -"similar to the way :ref:`TileMap ` works in 2D. You " -"start with a predefined collection of 3D meshes (a :ref:`class_MeshLibrary`) " -"that can be placed on a grid, as if you were building a level with an " -"unlimited amount of Lego blocks." -msgstr "" - -msgid "" -"Collisions and navigation can also be added to the meshes, just like you " -"would do with the tiles of a tilemap." -msgstr "" - -msgid "Example project" -msgstr "" - -#, fuzzy -msgid "" -"To learn how GridMaps work, start by downloading the sample project: " -"`gridmap_starter.zip `_." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "" -"Unzip this project and add it to the Project Manager using the \"Import\" " -"button." -msgstr "" - -msgid "Creating a MeshLibrary" -msgstr "" - -msgid "" -"To begin, you need a :ref:`class_MeshLibrary`, which is a collection of " -"individual meshes that can be used in the gridmap. Open the " -"\"mesh_library_source.tscn\" scene to see an example of how to set up the " -"mesh library." -msgstr "" - -msgid "" -"As you can see, this scene has a :ref:`class_Node3D` node as its root, and a " -"number of :ref:`class_MeshInstance3D` node children." -msgstr "" - -msgid "" -"If you don't need any physics in your scene, then you're done. However, in " -"most cases you'll want to assign collision bodies to the meshes." -msgstr "" - -msgid "Collisions" -msgstr "" - -msgid "" -"You can manually assign a :ref:`class_StaticBody3D` and :ref:" -"`class_CollisionShape3D` to each mesh. Alternatively, you can use the " -"\"Mesh\" menu to automatically create the collision body based on the mesh " -"data." -msgstr "" - -msgid "" -"Note that a \"Convex\" collision body will work better for simple meshes. " -"For more complex shapes, select \"Create Trimesh Static Body\". Once each " -"mesh has a physics body and collision shape assigned, your mesh library is " -"ready to be used." -msgstr "" - -msgid "Materials" -msgstr "" - -msgid "" -"Only the materials from within the meshes are used when generating the mesh " -"library. Materials set on the node will be ignored." -msgstr "" - -#, fuzzy -msgid "NavigationMeshes" -msgstr "Navigointimeshit." - -msgid "" -"Like all mesh instances, MeshLibrary items can be assigned a :ref:" -"`class_NavigationMesh` resource, which can be created manually, or baked as " -"described below." -msgstr "" - -msgid "" -"To create the NavigationMesh from a MeshLibrary scene export, place a :ref:" -"`class_NavigationRegion3D` child node below the main MeshInstance3D for the " -"GridMap item. Add a valid NavigationMesh resource to the NavigationRegion3D " -"and some source geometry nodes below and bake the NavigationMesh." -msgstr "" - -msgid "" -"With small grid cells it is often necessary to reduce the NavigationMesh " -"properties for agent radius and region minimum size." -msgstr "" - -msgid "" -"Nodes below the NavigationRegion3D are ignored for the MeshLibrary scene " -"export, so additional nodes can be added as source geometry just for baking " -"the navmesh." -msgstr "" - -msgid "" -"The baked cell size of the NavigationMesh must match the NavigationServer " -"map cell size to properly merge the navigation meshes of different grid " -"cells." -msgstr "" - -msgid "Exporting the MeshLibrary" -msgstr "" - -msgid "" -"To export the library, click on **Scene > Export As... > MeshLibrary...**, " -"and save it as a resource." -msgstr "" - -msgid "" -"You can find an already exported MeshLibrary in the project named " -"\"MeshLibrary.tres\"." -msgstr "" - -msgid "Using GridMap" -msgstr "" - -msgid "" -"Create a new scene and add a GridMap node. Add the mesh library by dragging " -"the resource file from the FileSystem dock and dropping it in the \"Theme\" " -"property in the Inspector." -msgstr "" - -msgid "" -"The \"Cell/Size\" property should be set to the size of your meshes. You can " -"leave it at the default value for the demo. Set the \"Center Y\" property to " -"\"Off\"." -msgstr "" - -msgid "" -"Now you can start designing the level by choosing a tile from the palette " -"and placing it with Left-Click in the editor window. Use Right-click to " -"remove a tile." -msgstr "" - -msgid "" -"Use the arrows next to the \"GridMap\" menu to change the floor that you are " -"working on." -msgstr "" - -msgid "" -"Click on the \"GridMap\" menu to see options and shortcuts. For example, " -"pressing :kbd:`S` rotates a tile around the y-axis." -msgstr "" - -msgid "" -"Holding :kbd:`Shift` and dragging with the left mouse button will draw a " -"selection box. You can duplicate or clear the selected area using the " -"respective menu options." -msgstr "" - -msgid "" -"In the menu, you can also change the axis you're drawing on, as well as " -"shift the drawing plane higher or lower on its axis." -msgstr "" - -msgid "Using GridMap in code" -msgstr "" - -msgid "" -"See :ref:`class_GridMap` for details on the node's methods and member " -"variables." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po deleted file mode 100644 index 2db998620e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ /dev/null @@ -1,151 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using MultiMeshInstance3D" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"In a normal scenario, you would use a :ref:`MeshInstance3D " -"` node to display a 3D mesh like a human model for the " -"main character, but in some cases, you would like to create multiple " -"instances of the same mesh in a scene. You *could* duplicate the same node " -"multiple times and adjust the transforms manually. This may be a tedious " -"process and the result may look mechanical. Also, this method is not " -"conducive to rapid iterations. :ref:`MultiMeshInstance3D " -"` is one of the possible solutions to this " -"problem." -msgstr "" - -msgid "" -"MultiMeshInstance3D, as the name suggests, creates multiple copies of a " -"MeshInstance over a surface of a specific mesh. An example would be having a " -"tree mesh populate a landscape mesh with trees of random scales and " -"orientations." -msgstr "" - -msgid "Setting up the nodes" -msgstr "" - -msgid "" -"The basic setup requires three nodes: the MultiMeshInstance3D node and two " -"MeshInstance3D nodes." -msgstr "" - -msgid "" -"One node is used as the target, the surface mesh that you want to place " -"multiple meshes on. In the tree example, this would be the landscape." -msgstr "" - -msgid "" -"The other node is used as the source, the mesh that you want to have " -"duplicated. In the tree case, this would be the tree itself." -msgstr "" - -msgid "" -"In our example, we would use a :ref:`Node3D ` node as the root " -"node of the scene. Your scene tree would look like this:" -msgstr "" - -msgid "For simplicity's sake, this tutorial uses built-in primitives." -msgstr "" - -msgid "" -"Now you have everything ready. Select the MultiMeshInstance3D node and look " -"at the toolbar, you should see an extra button called ``MultiMesh`` next to " -"``View``. Click it and select *Populate surface* in the dropdown menu. A new " -"window titled *Populate MultiMesh* will pop up." -msgstr "" - -msgid "MultiMesh settings" -msgstr "" - -msgid "Below are descriptions of the options." -msgstr "" - -msgid "Target Surface" -msgstr "" - -msgid "" -"The mesh used as the target surface on which to place copies of your source " -"mesh." -msgstr "" - -msgid "Source Mesh" -msgstr "" - -msgid "The mesh you want duplicated on the target surface." -msgstr "" - -msgid "Mesh Up Axis" -msgstr "" - -msgid "The axis used as the up axis of the source mesh." -msgstr "" - -msgid "Random Rotation" -msgstr "" - -msgid "Randomizing the rotation around the up axis of the source mesh." -msgstr "" - -msgid "Random Tilt" -msgstr "" - -msgid "Randomizing the overall rotation of the source mesh." -msgstr "" - -msgid "Random Scale" -msgstr "" - -msgid "Randomizing the scale of the source mesh." -msgstr "" - -msgid "Scale" -msgstr "Skaalaa" - -msgid "" -"The scale of the source mesh that will be placed over the target surface." -msgstr "" - -msgid "Amount" -msgstr "" - -msgid "The amount of mesh instances placed over the target surface." -msgstr "" - -msgid "" -"Select the target surface. In the tree case, this should be the landscape " -"node. The source mesh should be the tree node. Adjust the other parameters " -"according to your preference. Press ``Populate`` and multiple copies of the " -"source mesh will be placed over the target mesh. If you are satisfied with " -"the result, you can delete the mesh instance used as the source mesh." -msgstr "" - -msgid "The end result should look like this:" -msgstr "" - -msgid "" -"To change the result, repeat the previous steps with different parameters." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po deleted file mode 100644 index d2f962a440..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/using_transforms.po +++ /dev/null @@ -1,373 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Using 3D transforms" -msgstr "3D-muunnosten käyttö" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"If you have never made 3D games before, working with rotations in three " -"dimensions can be confusing at first. Coming from 2D, the natural way of " -"thinking is along the lines of *\"Oh, it's just like rotating in 2D, except " -"now rotations happen in X, Y and Z\"*." -msgstr "" - -msgid "" -"At first, this seems easy. For simple games, this way of thinking may even " -"be enough. Unfortunately, it's often incorrect." -msgstr "" - -msgid "" -"Angles in three dimensions are most commonly referred to as \"Euler Angles\"." -msgstr "" - -msgid "" -"Euler angles were introduced by mathematician Leonhard Euler in the early " -"1700s." -msgstr "" - -msgid "" -"This way of representing 3D rotations was groundbreaking at the time, but it " -"has several shortcomings when used in game development (which is to be " -"expected from a guy with a funny hat). The idea of this document is to " -"explain why, as well as outlining best practices for dealing with transforms " -"when programming 3D games." -msgstr "" - -msgid "Problems of Euler angles" -msgstr "" - -msgid "" -"While it may seem intuitive that each axis has a rotation, the truth is that " -"it's just not practical." -msgstr "" - -msgid "Axis order" -msgstr "" - -msgid "" -"The main reason for this is that there isn't a *unique* way to construct an " -"orientation from the angles. There isn't a standard mathematical function " -"that takes all the angles together and produces an actual 3D rotation. The " -"only way an orientation can be produced from angles is to rotate the object " -"angle by angle, in an *arbitrary order*." -msgstr "" - -msgid "" -"This could be done by first rotating in *X*, then *Y* and then in *Z*. " -"Alternatively, you could first rotate in *Y*, then in *Z* and finally in " -"*X*. Anything works, but depending on the order, the final orientation of " -"the object will *not necessarily be the same*. Indeed, this means that there " -"are several ways to construct an orientation from 3 different angles, " -"depending on *the order of the rotations*." -msgstr "" - -msgid "" -"Following is a visualization of rotation axes (in X, Y, Z order) in a gimbal " -"(from Wikipedia). As you can see, the orientation of each axis depends on " -"the rotation of the previous one:" -msgstr "" - -msgid "" -"You may be wondering how this affects you. Let's look at a practical example:" -msgstr "" - -msgid "" -"Imagine you are working on a first-person controller (e.g. an FPS game). " -"Moving the mouse left and right controls your view angle parallel to the " -"ground, while moving it up and down moves the player's view up and down." -msgstr "" - -msgid "" -"In this case to achieve the desired effect, rotation must be applied first " -"in the *Y* axis (\"up\" in this case, since Godot uses a \"Y-Up\" " -"orientation), followed by rotation in the *X* axis." -msgstr "" - -msgid "" -"If we were to apply rotation in the *X* axis first, and then in *Y*, the " -"effect would be undesired:" -msgstr "" - -msgid "" -"Depending on the type of game or effect desired, the order in which you want " -"axis rotations to be applied may differ. Therefore, applying rotations in X, " -"Y, and Z is not enough: you also need a *rotation order*." -msgstr "" - -msgid "Interpolation" -msgstr "" - -msgid "" -"Another problem with using Euler angles is interpolation. Imagine you want " -"to transition between two different camera or enemy positions (including " -"rotations). One logical way to approach this is to interpolate the angles " -"from one position to the next. One would expect it to look like this:" -msgstr "" - -msgid "But this does not always have the expected effect when using angles:" -msgstr "" - -msgid "The camera actually rotated the opposite direction!" -msgstr "" - -msgid "There are a few reasons this may happen:" -msgstr "" - -msgid "" -"Rotations don't map linearly to orientation, so interpolating them does not " -"always result in the shortest path (i.e., to go from ``270`` to ``0`` " -"degrees is not the same as going from ``270`` to ``360``, even though the " -"angles are equivalent)." -msgstr "" - -msgid "" -"Gimbal lock is at play (first and last rotated axis align, so a degree of " -"freedom is lost). See `Wikipedia's page on Gimbal Lock `_ for a detailed explanation of this problem." -msgstr "" - -msgid "Say no to Euler angles" -msgstr "" - -msgid "" -"The result of all this is that you should **not use** the ``rotation`` " -"property of :ref:`class_Node3D` nodes in Godot for games. It's there to be " -"used mainly in the editor, for coherence with the 2D engine, and for simple " -"rotations (generally just one axis, or even two in limited cases). As much " -"as you may be tempted, don't use it." -msgstr "" - -msgid "Instead, there is a better way to solve your rotation problems." -msgstr "" - -msgid "Introducing transforms" -msgstr "" - -msgid "" -"Godot uses the :ref:`class_Transform3D` datatype for orientations. Each :ref:" -"`class_Node3D` node contains a ``transform`` property which is relative to " -"the parent's transform, if the parent is a Node3D-derived type." -msgstr "" - -msgid "" -"It is also possible to access the world coordinate transform via the " -"``global_transform`` property." -msgstr "" - -msgid "" -"A transform has a :ref:`class_Basis` (transform.basis sub-property), which " -"consists of three :ref:`class_Vector3` vectors. These are accessed via the " -"``transform.basis`` property and can be accessed directly by ``transform." -"basis.x``, ``transform.basis.y``, and ``transform.basis.z``. Each vector " -"points in the direction its axis has been rotated, so they effectively " -"describe the node's total rotation. The scale (as long as it's uniform) can " -"also be inferred from the length of the axes. A *basis* can also be " -"interpreted as a 3x3 matrix and used as ``transform.basis[x][y]``." -msgstr "" - -msgid "A default basis (unmodified) is akin to:" -msgstr "" - -msgid "This is also an analog of a 3x3 identity matrix." -msgstr "" - -msgid "" -"Following the OpenGL convention, ``X`` is the *Right* axis, ``Y`` is the " -"*Up* axis and ``Z`` is the *Forward* axis." -msgstr "" - -msgid "" -"Together with the *basis*, a transform also has an *origin*. This is a " -"*Vector3* specifying how far away from the actual origin ``(0, 0, 0)`` this " -"transform is. Combining the *basis* with the *origin*, a *transform* " -"efficiently represents a unique translation, rotation, and scale in space." -msgstr "" - -msgid "" -"One way to visualize a transform is to look at an object's 3D gizmo while in " -"\"local space\" mode." -msgstr "" - -msgid "" -"The gizmo's arrows show the ``X``, ``Y``, and ``Z`` axes (in red, green, and " -"blue respectively) of the basis, while the gizmo's center is at the object's " -"origin." -msgstr "" - -msgid "" -"For more information on the mathematics of vectors and transforms, please " -"read the :ref:`doc_vector_math` tutorials." -msgstr "" - -msgid "Manipulating transforms" -msgstr "" - -msgid "" -"Of course, transforms are not as straightforward to manipulate as angles and " -"have problems of their own." -msgstr "" - -msgid "" -"It is possible to rotate a transform, either by multiplying its basis by " -"another (this is called accumulation), or by using the rotation methods." -msgstr "" - -msgid "A method in Node3D simplifies this:" -msgstr "" - -msgid "This rotates the node relative to the parent node." -msgstr "" - -msgid "" -"To rotate relative to object space (the node's own transform), use the " -"following:" -msgstr "" - -msgid "Precision errors" -msgstr "" - -msgid "" -"Doing successive operations on transforms will result in a loss of precision " -"due to floating-point error. This means the scale of each axis may no longer " -"be exactly ``1.0``, and they may not be exactly ``90`` degrees from each " -"other." -msgstr "" - -msgid "" -"If a transform is rotated every frame, it will eventually start deforming " -"over time. This is unavoidable." -msgstr "" - -msgid "" -"There are two different ways to handle this. The first is to " -"*orthonormalize* the transform after some time (maybe once per frame if you " -"modify it every frame):" -msgstr "" - -msgid "" -"This will make all axes have ``1.0`` length again and be ``90`` degrees from " -"each other. However, any scale applied to the transform will be lost." -msgstr "" - -msgid "" -"It is recommended you not scale nodes that are going to be manipulated; " -"scale their children nodes instead (such as MeshInstance3D). If you " -"absolutely must scale the node, then re-apply it at the end:" -msgstr "" - -msgid "Obtaining information" -msgstr "" - -msgid "" -"You might be thinking at this point: **\"Ok, but how do I get angles from a " -"transform?\"**. The answer again is: you don't. You must do your best to " -"stop thinking in angles." -msgstr "" - -msgid "" -"Imagine you need to shoot a bullet in the direction your player is facing. " -"Just use the forward axis (commonly ``Z`` or ``-Z``)." -msgstr "" - -msgid "" -"Is the enemy looking at the player? Use the dot product for this (see the :" -"ref:`doc_vector_math` tutorial for an explanation of the dot product):" -msgstr "" - -msgid "Strafe left:" -msgstr "" - -msgid "Jump:" -msgstr "" - -msgid "All common behaviors and logic can be done with just vectors." -msgstr "" - -msgid "Setting information" -msgstr "" - -msgid "" -"There are, of course, cases where you want to set information to a " -"transform. Imagine a first person controller or orbiting camera. Those are " -"definitely done using angles, because you *do want* the transforms to happen " -"in a specific order." -msgstr "" - -msgid "" -"For such cases, keep the angles and rotations *outside* the transform and " -"set them every frame. Don't try to retrieve and re-use them because the " -"transform is not meant to be used this way." -msgstr "" - -msgid "Example of looking around, FPS style:" -msgstr "" - -msgid "" -"As you can see, in such cases it's even simpler to keep the rotation " -"outside, then use the transform as the *final* orientation." -msgstr "" - -msgid "Interpolating with quaternions" -msgstr "" - -msgid "" -"Interpolating between two transforms can efficiently be done with " -"quaternions. More information about how quaternions work can be found in " -"other places around the Internet. For practical use, it's enough to " -"understand that pretty much their main use is doing a closest path " -"interpolation. As in, if you have two rotations, a quaternion will smoothly " -"allow interpolation between them using the closest axis." -msgstr "" - -msgid "Converting a rotation to quaternion is straightforward." -msgstr "" - -msgid "" -"The :ref:`class_Quaternion` type reference has more information on the " -"datatype (it can also do transform accumulation, transform points, etc., " -"though this is used less often). If you interpolate or apply operations to " -"quaternions many times, keep in mind they need to be eventually normalized. " -"Otherwise, they will also suffer from numerical precision errors." -msgstr "" - -msgid "" -"Quaternions are useful when doing camera/path/etc. interpolations, as the " -"result will always be correct and smooth." -msgstr "" - -msgid "Transforms are your friend" -msgstr "" - -msgid "" -"For most beginners, getting used to working with transforms can take some " -"time. However, once you get used to them, you will appreciate their " -"simplicity and power." -msgstr "" - -msgid "" -"Don't hesitate to ask for help on this topic in any of Godot's `online " -"communities `_ and, once you become " -"confident enough, please help others!" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/variable_rate_shading.po deleted file mode 100644 index e43e2b2f35..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ /dev/null @@ -1,399 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Variable rate shading" -msgstr "Muuttujan tyyppimuunnos" - -#, fuzzy -msgid "What is variable rate shading?" -msgstr "Mikä on Mesh?" - -msgid "" -"In modern 3D rendering engines, shaders are much more complex compared to " -"before. The advent of physically-based rendering, real-time global " -"illumination and screen-space effects has increased the number of *per-" -"pixel* shading that must be performed to render each frame. Additionally, " -"screen resolutions also have increased a lot, with 1440p and 4K now being " -"common target resolutions. As a result, the total shading cost in scene " -"rendering usually represents a significant amount of the time taken to " -"render each frame." -msgstr "" - -msgid "" -"Variable rate shading (VRS) is a method of decreasing this shading cost by " -"reducing the resolution of *per-pixel* shading (also called *fragment* " -"shading), while keeping the original resolution for rendering geometry. This " -"means geometry edges remain as sharp as they would without VRS. VRS can be " -"combined with any :ref:`doc_3d_antialiasing` technique (MSAA, FXAA, TAA, " -"SSAA)." -msgstr "" - -msgid "" -"VRS allows specifying the shading quality in a local manner, which makes it " -"possible to have certain parts of the viewport receive more detailed shading " -"than others. This is particularly useful in virtual reality (VR) to achieve " -"*foveated rendering*, where the center of the viewport is more detailed than " -"the edges." -msgstr "" - -msgid "" -"Here's a scene rendered with rate shading disabled then enabled, using the " -"density map linked at the bottom of this page:" -msgstr "" - -msgid "Variable rate shading disabled in textured scene" -msgstr "" - -msgid "" -"Variable rate shading enabled in textured scene (lower quality but higher " -"performance)" -msgstr "" - -msgid "" -"When used in scenes with low-frequency detail (such as scenes with a " -"stylized/low-poly aesthetic), it's possible to achieve similar performance " -"gains but with less reduction in visual quality:" -msgstr "" - -msgid "Variable rate shading disabled in untextured scene" -msgstr "" - -msgid "" -"Variable rate shading enabled in untextured scene (lower quality but higher " -"performance)" -msgstr "" - -#, fuzzy -msgid "Hardware support" -msgstr "Alustatuki" - -msgid "Variable rate shading is only supported on specific GPUs:" -msgstr "" - -#, fuzzy -msgid "**Desktop:**" -msgstr "**Kuvaus**" - -msgid "NVIDIA Turing and newer (including GTX 1600 series)" -msgstr "" - -msgid "" -"AMD RDNA2 and newer (both integrated and dedicated GPUs – including Steam " -"Deck)" -msgstr "" - -msgid "Intel Arc Alchemist and newer **(dedicated GPUs only)**" -msgstr "" - -msgid "Intel integrated graphics do not support variable rate shading." -msgstr "" - -#, fuzzy -msgid "**Mobile SoCs:**" -msgstr "Solmut" - -msgid "Snapdragon 888 and newer" -msgstr "" - -msgid "MediaTek Dimensity 9000 and newer" -msgstr "" - -msgid "ARM Mali-G615 and newer" -msgstr "" - -msgid "" -"As of January 2023, Apple and Raspberry Pi GPUs do not support variable rate " -"shading." -msgstr "" - -msgid "Using variable rate shading in Godot" -msgstr "" - -msgid "" -"Both Forward Plus and Forward Mobile rendering methods support variable rate " -"shading. VRS can be used in both pancake (non-XR) and XR display modes." -msgstr "" - -msgid "" -"The Compatibility rendering method does **not** support variable rate " -"shading." -msgstr "" - -msgid "" -"In the advanced Project Settings, the **Rendering > VRS** section offers " -"settings to control variable rate shading on the root viewport:" -msgstr "" - -msgid "" -"**Mode:** Controls the variable rate shading mode. **Disabled** disables " -"variable rate shading. **Texture** uses a manually authored texture to set " -"shading density (see the property below). **XR** automatically generates a " -"texture suited for foveated rendering in virtual/augmented reality." -msgstr "" - -msgid "" -"**Texture:** The texture to use to control shading density on the root " -"viewport. Only used if **Mode** is **Texture**." -msgstr "" - -msgid "" -"For custom viewports, the VRS mode and texture must be set manually to the :" -"ref:`class_Viewport` node." -msgstr "" - -msgid "" -"On unsupported hardware, there is no visual difference when variable rate " -"shading is enabled. You can check whether hardware supports variable rate " -"shading by running the editor or project with the ``--verbose`` :ref:" -"`command line argument `." -msgstr "" - -#, fuzzy -msgid "Creating a VRS density map" -msgstr "Lepoasennon luonti" - -msgid "" -"If using the **Texture** VRS mode, you *must* set a texture to be used as a " -"density map. Otherwise, no effect will be visible." -msgstr "" - -msgid "" -"You can create your own VRS density map manually using an image editor, or " -"generate it using another method (e.g. on the CPU using the Image class, or " -"on the GPU using a shader). However, beware of performance implications when " -"generating a VRS image dynamically. If opting for dynamic generation, make " -"sure the VRS image generation process is fast enough to avoid outweighing " -"the performance gains from VRS." -msgstr "" - -msgid "The texture must follow these rules:" -msgstr "" - -msgid "" -"The texture *must* use a lossless compression format so that colors can be " -"matched precisely." -msgstr "" - -msgid "" -"The following VRS densities are mapped to various colors, with brighter " -"colors representing a lower level of shading precision:" -msgstr "" - -msgid "Density" -msgstr "" - -msgid "Color" -msgstr "Väri" - -msgid "Comment" -msgstr "" - -msgid "1×1 (highest detail)" -msgstr "" - -msgid "``rgb(0, 0, 0) - #000000``" -msgstr "" - -msgid "1×2" -msgstr "" - -msgid "``rgb(0, 85, 0) - #005500``" -msgstr "" - -msgid "2×1" -msgstr "" - -msgid "``rgb(85, 0, 0) - #550000``" -msgstr "" - -msgid "2×2" -msgstr "" - -msgid "``rgb(85, 85, 0) - #555500``" -msgstr "" - -msgid "2×4" -msgstr "" - -msgid "``rgb(85, 170, 0) - #55aa00``" -msgstr "" - -msgid "4×2" -msgstr "" - -msgid "``rgb(170, 85, 0) - #aa5500``" -msgstr "" - -msgid "4×4" -msgstr "" - -msgid "``rgb(170, 170, 0) - #aaaa00``" -msgstr "" - -msgid "4×8" -msgstr "" - -msgid "``rgb(170, 255, 0) - #aaff00``" -msgstr "" - -msgid "Not supported on most hardware." -msgstr "" - -msgid "8×4" -msgstr "" - -msgid "``rgb(255, 170, 0) - #ffaa00``" -msgstr "" - -msgid "8×8 (lowest detail)" -msgstr "" - -msgid "``rgb(255, 255, 0) - #ffff00``" -msgstr "" - -msgid "" -"For example, this VRS density texture provides the highest shading density " -"in the center of the viewport, and the lowest shading density in the corners:" -msgstr "" - -msgid "Example VRS density map texture, simulating foveated rendering" -msgstr "" - -msgid "" -"There are no size or aspect ratio requirements for the VRS density texture. " -"However, there is no benefit to using a VRS density map that is larger than " -"the viewport resolution divided by the GPU's *tile size*. The tile size is " -"what determines the smallest area of pixels where the shading density can be " -"changed separately from other tiles. On most GPUs, this tile size is 8×8 " -"pixels. You can view the tile size by running Godot with the ``--verbose`` " -"command line argument, as it's printed in the VRS debugging information." -msgstr "" - -msgid "" -"Therefore, sticking to a relatively low resolution such as 256×256 (square) " -"or 480×270 (16:9) is recommended. Depending on your use cases, a square " -"texture may be more suited compared to a texture that matches the most " -"common viewport aspect ratio in your project (such as 16:9)." -msgstr "" - -msgid "" -"When using variable rate shading, you can use a negative :ref:`texture " -"mipmap LOD bias ` to reduce blurriness " -"in areas with reduced shading rate." -msgstr "" - -msgid "" -"Note that the texture LOD bias is set globally, so this will also affect " -"areas of the viewport with full shading rate. Don't use values that are too " -"low, or textures will appear grainy." -msgstr "" - -#, fuzzy -msgid "Performance comparison" -msgstr "Suorituskyvyn seurantatyökalut." - -msgid "" -"To give an idea of how much VRS can improve performance in theory, here's a " -"performance comparison with the textured example scene shown at the top of " -"this page. The VRS density map example present on this page is used." -msgstr "" - -msgid "" -"Results were captured on a GeForce RTX 4090 with the NVIDIA 525.60.11 driver." -msgstr "" - -#, fuzzy -msgid "Resolution" -msgstr "Resurssit" - -#, fuzzy -msgid "VRS disabled" -msgstr "Muuttuja" - -#, fuzzy -msgid "VRS enabled" -msgstr "Ota käyttöön" - -#, fuzzy -msgid "Performance improvement" -msgstr "Funktioihin viittaminen" - -msgid "1920×1080 (Full HD)" -msgstr "" - -msgid "2832 FPS" -msgstr "" - -msgid "3136 FPS" -msgstr "" - -msgid "+10.7%" -msgstr "" - -msgid "2560×1440 (QHD)" -msgstr "" - -msgid "2008 FPS" -msgstr "" - -msgid "2256 FPS" -msgstr "" - -msgid "+12.3%" -msgstr "" - -msgid "3840×2160 (4K)" -msgstr "" - -msgid "1236 FPS" -msgstr "" - -msgid "1436 FPS" -msgstr "" - -msgid "+16.2%" -msgstr "" - -msgid "7680×4320 (8K)" -msgstr "" - -msgid "384 FPS" -msgstr "" - -msgid "473 FPS" -msgstr "" - -msgid "+23.1%" -msgstr "" - -msgid "" -"In terms of performance improvements, variable rate shading is more " -"beneficial at higher target resolutions. The reduction in visual quality is " -"also less noticeable at high resolutions." -msgstr "" - -msgid "" -"For non-VR games, you will probably have to use a less aggressive VRS " -"texture than what was used in this example. As a result, the effective " -"performance gains will be lower." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/visibility_ranges.po deleted file mode 100644 index de2ef89441..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ /dev/null @@ -1,334 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Visibility ranges (HLOD)" -msgstr "" - -msgid "" -"Along with :ref:`doc_mesh_lod` and :ref:`doc_occlusion_culling`, visibility " -"ranges are another tool to improve performance in large, complex 3D scenes." -msgstr "" - -msgid "On this page, you'll learn:" -msgstr "" - -msgid "What visibility ranges can do and which scenarios they are useful in." -msgstr "" - -msgid "How to set up visibility ranges (manual LOD) in Godot." -msgstr "" - -msgid "How to tune visibility ranges for best performance and quality." -msgstr "" - -msgid "" -"If you only need meshes to become less detailed over distance but don't have " -"manually authored LOD meshes, consider relying on automatic :ref:" -"`doc_mesh_lod` instead." -msgstr "" - -msgid "" -"Note that automatic mesh LOD and visibility ranges can be used at the same " -"time, even on the same mesh." -msgstr "" - -msgid "How it works" -msgstr "" - -msgid "" -"Visibility ranges can be used with any node that inherits from " -"GeometryInstance3D. This means they can be used not only with MeshInstance3D " -"and MultiMeshInstance3D for artist-controlled :abbr:`HLOD (Hierarchical " -"Level of Detail)`, but also GPUParticles3D, CPUParticles3D, Label3D, " -"Sprite3D, AnimatedSprite3D and CSGShape3D." -msgstr "" - -msgid "" -"Since visibility ranges are configured on a per-node basis, this makes it " -"possible to use different node types as part of a :abbr:`LOD (Level of " -"Detail)` system. For example, you could display a MeshInstance3D " -"representing a tree when up close, and replace it with a Sprite3D impostor " -"in the distance to improve performance." -msgstr "" - -msgid "" -"The benefit of :abbr:`HLOD (Hierarchical Level of Detail)` over a " -"traditional :abbr:`LOD (Level of Detail)` system is its hierarchical nature. " -"A single larger mesh can replace several smaller meshes, so that the number " -"of draw calls can be reduced at a distance, but culling opportunities can be " -"preserved when up close. For example, you can have a group of houses that " -"uses individual MeshInstance3D nodes (one for each house) when up close, but " -"turns into a single MeshInstance3D that represents a less detailed group of " -"houses (or use a MultiMeshInstance3D)." -msgstr "" - -msgid "" -"Lastly, visibility ranges can also be used to fade certain objects entirely " -"when the camera gets too close or too far. This can be used for gameplay " -"purposes, but also to reduce visual clutter. For example, Label3D nodes can " -"be faded using visibility ranges when they're too far away to be readable or " -"relevant to the player." -msgstr "" - -#, fuzzy -msgid "Setting up visibility range" -msgstr "Rättinuken pohjustaminen" - -msgid "" -"This is a quick-start guide for configuring a basic LOD system. After " -"following this guide, this LOD system will display a SphereMesh when up " -"close and a BoxMesh when the camera is far away enough. A small hysteresis " -"margin is also configured via the **Begin Margin** and **End Margin** " -"properties. This prevents LODs from popping back and forth too quickly when " -"the camera is moving at the \"edge\" of the LOD transition." -msgstr "" - -msgid "" -"The visibility range properties can be found in the **Visibility Range** " -"section of the GeometryInstance3D inspector after selecting the " -"MeshInstance3D Node." -msgstr "" - -msgid "" -"Add a Node3D node that will be used to group the two MeshInstance3D nodes " -"together." -msgstr "" - -msgid "" -"Add a first MeshInstance3D node as a child of the Node3D. Assign a new " -"SphereMesh to its Mesh property." -msgstr "" - -msgid "" -"Set the first MeshInstance3D's visibility range **End** to ``10.0`` and " -"**End Margin** to ``1.0``." -msgstr "" - -msgid "" -"Add a second MeshInstance3D node as a child of the Node3D. Assign a new " -"BoxMesh to its Mesh property." -msgstr "" - -msgid "" -"Set the second MeshInstance3D's visibility range **Begin** to ``10.0`` and " -"**Begin Margin** to ``1.0``." -msgstr "" - -msgid "" -"Move the camera away and back towards the object. Notice how the object will " -"transition from a sphere to a box as the camera moves away." -msgstr "" - -#, fuzzy -msgid "Visibility range properties" -msgstr "Yleiset ominaisuudet" - -msgid "" -"In the inspector of any node that inherits from GeometryInstance3D, you can " -"adjust the following properties in the GeometryInstance3D's **Visibility " -"Range** section:" -msgstr "" - -msgid "" -"**Begin:** The instance will be hidden when the camera is closer to the " -"instance's *origin* than this value (in 3D units)." -msgstr "" - -msgid "" -"**Begin Margin:** The hysteresis or alpha fade transition distance to use " -"for the close-up transition (in 3D units). The behavior of this property " -"depends on **Fade Mode**." -msgstr "" - -msgid "" -"**End:** The instance will be hidden when the camera is further away from " -"the instance's *origin* than this value (in 3D units)." -msgstr "" - -msgid "" -"**End Margin:** The hysteresis or alpha fade transition distance to use for " -"the far-away transition (in 3D units). The behavior of this property depends " -"on **Fade Mode**." -msgstr "" - -msgid "" -"**Fade Mode:** Controls how the transition between LOD levels should be " -"performed. See below for details." -msgstr "" - -msgid "Fade mode" -msgstr "" - -msgid "" -"The fade mode chosen only has a visible impact if either **Visibility Range " -"> Begin Margin** or **Visibility Range > End Margin** is greater than " -"``0.0``." -msgstr "" - -msgid "" -"In the inspector's **Visibility Range** section, there are 3 fade modes to " -"choose from:" -msgstr "" - -msgid "" -"**Disabled:** Uses hysteresis to switch between LOD levels instantly. This " -"prevents situations where LOD levels are switched back and forth quickly " -"when the player moves forward and then backward at the LOD transition point. " -"The hystereis distance is determined by **Visibility Range > Begin Margin** " -"and **Visibility Range > End Margin**. This mode provides the best " -"performance as it doesn't force rendering to become transparent during the " -"fade transition." -msgstr "" - -msgid "" -"**Self:** Uses alpha blending to smoothly fade between LOD levels. The fade " -"transition distance is determined by **Visibility Range > Begin Margin** and " -"**Visibility Range > End Margin**. This mode forces transparent rendering on " -"the object during its fade transition, so it has a performance impact." -msgstr "" - -msgid "" -"**Dependencies:** This is intended for hierarchical LOD systems, and acts " -"the same as **Self** if visibility ranges are used to perform non-" -"hierarchical LOD." -msgstr "" - -#, fuzzy -msgid "Configuration tips" -msgstr "Animaatiovinkit" - -msgid "Use simpler materials at a distance to improve performance" -msgstr "" - -msgid "" -"One way to further improve performance is to use simpler materials for " -"distant LOD meshes. While using LOD meshes will reduce the number of " -"vertices that need to be rendered, the per-pixel shading load for materials " -"remains identical. However, per-pixel shading load is regularly a bottleneck " -"on the GPU in complex 3D scenes. One way to reduce this shading load on the " -"GPU is to use simpler materials when they don't make much of a visual " -"difference." -msgstr "" - -msgid "" -"Performance gains when doing so should be carefully measured, as increasing " -"the number of *unique* materials in a scene has a performance cost on its " -"own. Still, using simpler materials for distant LOD meshes can still result " -"in a net performance gain as a result of the fewer per-pixel calculations " -"required." -msgstr "" - -msgid "" -"For example, on the materials used by distant LOD meshes, you can disable " -"expensive material features such as:" -msgstr "" - -msgid "Normal Map (especially on mobile platforms)" -msgstr "" - -msgid "Rim" -msgstr "" - -msgid "Clearcoat" -msgstr "" - -msgid "Anisotropy" -msgstr "" - -msgid "Height" -msgstr "" - -msgid "Subsurface Scattering" -msgstr "" - -#, fuzzy -msgid "Back Lighting" -msgstr "Valon valmismuuttujat" - -msgid "Refraction" -msgstr "" - -#, fuzzy -msgid "Proximity Fade" -msgstr "Prioriteettitila" - -#, fuzzy -msgid "Use dithering for LOD transitions" -msgstr "Animaation ohjaaminen" - -msgid "" -"Godot currently only supports alpha-based fading for visibility ranges. You " -"can however use dithering instead by using several different materials for " -"different LOD levels." -msgstr "" - -msgid "" -"There are two advantages to using dithering over alpha blending for LOD " -"transitions:" -msgstr "" - -msgid "" -"Higher performance, as dithering transparency is faster to render compared " -"to alpha blending." -msgstr "" - -msgid "" -"No visual glitches due to :ref:`transparency sorting issues " -"` during LOD transitions." -msgstr "" - -msgid "" -"The downside of dithering is that a \"noisy\" pattern is visible during LOD " -"fade transitions. This may not be as noticeable at higher viewport " -"resolutions or when temporal antialiasing is enabled." -msgstr "" - -msgid "" -"Also, as distance fade in BaseMaterial3D only supports fading up close *or* " -"fading when far away, this setup is best used with only two LODs as part of " -"the setup." -msgstr "" - -msgid "" -"Ensure **Begin Margin** and **End Margin** is set to ``0.0`` on both " -"MeshInstance3D nodes, as hysteresis or alpha fade are not desired here." -msgstr "" - -msgid "" -"On both MeshInstance3D nodes, *decrease* **Begin** by the desired fade " -"transition distance and *increase* **End** by the same distance. This is " -"required for the dithering transition to actually be visible." -msgstr "" - -msgid "" -"On the MeshInstance3D that is displayed up close, edit its material in the " -"inspector. Set its **Distance Fade** mode to **Object Dither**. Set **Min " -"Distance** to the same value as the visibility range **End**. Set **Max " -"Distance** to the same value *minus* the fade transition distance." -msgstr "" - -msgid "" -"On the MeshInstance3D that is displayed far away, edit its material in the " -"inspector. Set its **Distance Fade** mode to **Object Dither**. Set **Min " -"Distance** to the same value as the visibility range **Begin**. Set **Max " -"Distance** to the same value *plus* the fade transition distance." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/fi/LC_MESSAGES/tutorials/3d/volumetric_fog.po deleted file mode 100644 index 5273c3072f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ /dev/null @@ -1,489 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Volumetric fog and fog volumes" -msgstr "" - -msgid "" -"Volumetric fog is only supported in the Clustered Forward rendering backend, " -"not Forward Mobile or Compatibility." -msgstr "" - -msgid "" -"As described in :ref:`doc_environment_and_post_processing`, Godot supports " -"various visual effects including two types of fog: traditional (non-" -"volumetric) fog and volumetric fog. Traditional fog affects the entire scene " -"at once and cannot be customized with :ref:`doc_fog_shader`." -msgstr "" - -msgid "" -"Volumetric fog can be used at the same time as non-volumetric fog if desired." -msgstr "" - -msgid "On this page, you'll learn:" -msgstr "" - -msgid "How to set up volumetric fog in Godot." -msgstr "" - -msgid "" -"What fog volumes are and how they differ from \"global\" volumetric fog." -msgstr "" - -#, fuzzy -msgid "" -"You can see how volumetric fog works in action using the `Volumetric Fog " -"demo project `__." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "" -"Here is a comparison between traditional fog (which does not interact with " -"lighting) and volumetric fog, which is able to interact with lighting:" -msgstr "" - -#, fuzzy -msgid "Volumetric fog properties" -msgstr "Ominaisuuksien lisääminen" - -msgid "" -"After enabling volumetric fog in the WorldEnvironment node's Environment " -"resource, you can edit the following properties:" -msgstr "" - -msgid "" -"**Density:** The base *exponential* density of the volumetric fog. Set this " -"to the lowest density you want to have globally. FogVolumes can be used to " -"add to or subtract from this density in specific areas. A value of ``0.0`` " -"disables global volumetric fog while allowing FogVolumes to display " -"volumetric fog in specific areas. Fog rendering is exponential as in real " -"life." -msgstr "" - -msgid "" -"**Albedo:** The Color of the volumetric fog when interacting with lights. " -"Mist and fog have an albedo close to white (``Color(1, 1, 1, 1)``) while " -"smoke has a darker albedo." -msgstr "" - -msgid "" -"**Emission:** The emitted light from the volumetric fog. Even with emission, " -"volumetric fog will not cast light onto other surfaces. Emission is useful " -"to establish an ambient color. As the volumetric fog effect uses single-" -"scattering only, fog tends to need a little bit of emission to soften the " -"harsh shadows." -msgstr "" - -msgid "" -"**Emission Energy:** The brightness of the emitted light from the volumetric " -"fog." -msgstr "" - -msgid "" -"**GI Inject:** Scales the strength of Global Illumination used in the " -"volumetric fog's albedo color. A value of ``0.0`` means that Global " -"Illumination will not impact the volumetric fog. This has a small " -"performance cost when set above ``0.0``." -msgstr "" - -msgid "" -"**Anisotropy:** The direction of scattered light as it goes through the " -"volumetric fog. A value close to ``1.0`` means almost all light is scattered " -"forward. A value close to ``0.0`` means light is scattered equally in all " -"directions. A value close to ``-1.0`` means light is scattered mostly " -"backward. Fog and mist scatter light slightly forward, while smoke scatters " -"light equally in all directions." -msgstr "" - -msgid "" -"**Length:** The distance over which the volumetric fog is computed. Increase " -"to compute fog over a greater range, decrease to add more detail when a long " -"range is not needed. For best quality fog, keep this as low as possible." -msgstr "" - -msgid "" -"**Detail Spread:** The distribution of size down the length of the froxel " -"buffer. A higher value compresses the froxels closer to the camera and " -"places more detail closer to the camera." -msgstr "" - -msgid "" -"**Ambient Inject:** Scales the strength of ambient light used in the " -"volumetric fog. A value of ``0.0`` means that ambient light will not impact " -"the volumetric fog. This has a small performance cost when set above ``0.0``." -msgstr "" - -msgid "" -"**Sky Affect:** Controls how much volumetric fog should be drawn onto the " -"background sky. If set to ``0.0``, volumetric fog won't affect sky rendering " -"at all (including FogVolumes)." -msgstr "" - -msgid "" -"Two additional properties are offered in the **Temporal Reprojection** " -"section:" -msgstr "" - -msgid "" -"**Temporal Reprojection > Enabled:** Enables temporal reprojection in the " -"volumetric fog. Temporal reprojection blends the current frame's volumetric " -"fog with the last frame's volumetric fog to smooth out jagged edges. The " -"performance cost is minimal, however it does lead to moving FogVolumes and " -"Light3Ds \"ghosting\" and leaving a trail behind them. When temporal " -"reprojection is enabled, try to avoid moving FogVolumes or Light3Ds too " -"fast. Short-lived dynamic lighting effects should have **Volumetric Fog " -"Energy** set to ``0.0`` to avoid ghosting." -msgstr "" - -msgid "" -"**Temporal Reprojection > Amount:** The amount by which to blend the last " -"frame with the current frame. A higher number results in smoother volumetric " -"fog, but makes \"ghosting\" much worse. A lower value reduces ghosting but " -"can result in the per-frame temporal jitter becoming visible." -msgstr "" - -msgid "" -"Unlike non-volumetric fog, volumetric fog has a *finite* range. This means " -"volumetric fog cannot entirely cover a large world, as it will eventually " -"stop being rendered in the distance." -msgstr "" - -msgid "" -"If you wish to hide distant areas from the player, it's recommended to " -"enable both non-volumetric fog and volumetric fog at the same time, and " -"adjust their density accordingly." -msgstr "" - -msgid "Light interaction with volumetric fog" -msgstr "" - -msgid "" -"To simulate fog light scattering behavior in real life, all light types will " -"interact with volumetric fog. How much each light will affect volumetric fog " -"can be adjusted using the **Volumetric Fog Energy** property on each light. " -"Enabling shadows on a light will also make those shadows visible on " -"volumetric fog." -msgstr "" - -msgid "" -"If fog light interaction is not desired for artistic reasons, this can be " -"globally disabled by setting **Volumetric Fog > Albedo** to a pure black " -"color in the Environment resource. Fog light interaction can also be " -"disabled for specific lights by setting its **Volumetric Fog Energy** to " -"``0``. Doing so will also improve performance slightly by excluding the " -"light from volumetric fog computations." -msgstr "" - -msgid "Using volumetric fog as a volumetric lighting solution" -msgstr "" - -msgid "" -"While not physically accurate, it is possible to tune volumetric fog's " -"settings to work as volumetric *lighting* solution. This means that unlit " -"parts of the environment will not be darkened anymore by fog, but light will " -"still be able to make fog brighter in specific areas." -msgstr "" - -msgid "" -"This can be done by setting volumetric fog density to the lowest permitted " -"value *greater than zero* (``0.0001``), then increasing the **Volumetric Fog " -"Energy** property on lights to much higher values than the default to " -"compensate. Values between ``10000`` and ``100000`` usually work well for " -"this." -msgstr "" - -msgid "Balancing performance and quality" -msgstr "" - -msgid "" -"There are a few project settings available to adjust volumetric fog " -"performance and quality:" -msgstr "" - -msgid "" -"**Rendering > Environment > Volumetric Fog > Volume Size:** Base size used " -"to determine size of froxel buffer in the camera X-axis and Y-axis. The " -"final size is scaled by the aspect ratio of the screen, so actual values may " -"differ from what is set. Set a larger size for more detailed fog, set a " -"smaller size for better performance." -msgstr "" - -msgid "" -"**Rendering > Environment > Volumetric Fog > Volume Depth:** Number of " -"slices to use along the depth of the froxel buffer for volumetric fog. A " -"lower number will be more efficient but may result in artifacts appearing " -"during camera movement." -msgstr "" - -msgid "" -"**Rendering > Environment > Volumetric Fog > Use Filter:** Enables filtering " -"of the volumetric fog effect prior to integration. This substantially blurs " -"the fog which reduces fine details but also smooths out harsh edges and " -"aliasing artifacts. Disable when more detail is required." -msgstr "" - -msgid "Using fog volumes for local volumetric fog" -msgstr "" - -msgid "" -"Sometimes, you want fog to be constrained to specific areas. Conversely, you " -"may want to have global volumetric fog but fog should be excluded from " -"certain areas. Both approaches can be followed using FogVolume nodes." -msgstr "" - -msgid "Here's a quick start guide to using FogVolumes:" -msgstr "" - -msgid "" -"Make sure **Volumetric Fog** is enabled in the Environment properties. If " -"global volumetric fog is undesired, set its **Density** to ``0.0``." -msgstr "" - -#, fuzzy -msgid "Create a FogVolume node." -msgstr "Lepoasennon luonti" - -msgid "Assign a new FogMaterial to the FogVolume node's **Material** property." -msgstr "" - -msgid "" -"In the FogMaterial, set **Density** to a positive value to increase density " -"within the FogVolume, or a negative value to subtract the density from " -"global volumetric fog." -msgstr "" - -msgid "Configure the FogVolume's extents and shape as needed." -msgstr "" - -msgid "" -"Thin fog volumes may appear to flicker when the camera moves or rotates. " -"This can be alleviated by increasing the **Rendering > Environment > " -"Volumetric Fog > Volume Depth** project setting (at a performance cost) or " -"by decreasing **Length** in the Environment volumetric fog properties (at no " -"performance cost, but at the cost of lower fog range). Alternatively, the " -"FogVolume can be made thicker and use a lower density in the **Material**." -msgstr "" - -#, fuzzy -msgid "FogVolume properties" -msgstr "Solmun ominaisuudet" - -msgid "" -"**Extents:** The size of the FogVolume when **Shape** is **Ellipsoid**, " -"**Cone**, **Cylinder** or **Box**. If **Shape** is **Cone** or **Cylinder**, " -"the cone/cylinder will be adjusted to fit within the extents. Non-uniform " -"scaling of cone/cylinder shapes via the **Extents** property is not " -"supported, but you can scale the FogVolume node instead." -msgstr "" - -msgid "" -"**Shape:** The shape of the FogVolume. This can be set to **Ellipsoid**, " -"**Cone**, **Cylinder**, **Box** or **World** (acts as global volumetric fog)." -msgstr "" - -msgid "" -"**Material:** The material used by the FogVolume. Can be either a built-in " -"FogMaterial or a custom ShaderMaterial (:ref:`doc_fog_shader`)." -msgstr "" - -msgid "" -"After choosing **New FogMaterial** in the **Material** property, you can " -"adjust the following properties in FogMaterial:" -msgstr "" - -msgid "" -"**Density:** The density of the FogVolume. Denser objects are more opaque, " -"but may suffer from under-sampling artifacts that look like stripes. " -"Negative values can be used to subtract fog from other FogVolumes or global " -"volumetric fog." -msgstr "" - -msgid "" -"**Albedo:** The single-scattering Color of the FogVolume. Internally, member " -"albedo is converted into single-scattering, which is additively blended with " -"other FogVolumes and global volumetric fog's **Albedo**." -msgstr "" - -msgid "" -"**Emission:** The Color of the light emitted by the FogVolume. Emitted light " -"will not cast light or shadows on other objects, but can be useful for " -"modulating the Color of the FogVolume independently from light sources." -msgstr "" - -msgid "" -"**Height Falloff:** The rate by which the height-based fog decreases in " -"density as height increases in world space. A high falloff will result in a " -"sharp transition, while a low falloff will result in a smoother transition. " -"A value of ``0.0`` results in uniform-density fog. The height threshold is " -"determined by the height of the associated FogVolume." -msgstr "" - -msgid "" -"**Edge Fade:** The hardness of the edges of the FogVolume. A higher value " -"will result in softer edges, while a lower value will result in harder edges." -msgstr "" - -msgid "" -"**Density Texture:** The 3D texture that is used to scale the member density " -"of the FogVolume. This can be used to vary fog density within the FogVolume " -"with any kind of static pattern. For animated effects, consider using a " -"custom :ref:`fog shader `. You can import any image as a 3D " -"texture by :ref:`changing its import type in the Import dock " -"`." -msgstr "" - -msgid "Using 3D noise density textures" -msgstr "" - -msgid "" -"Since Godot 4.1, there is a NoiseTexture3D resource that can be used to " -"procedurally generate 3D noise. This is well-suited to FogMaterial density " -"textures, which can result in more detailed fog effects:" -msgstr "" - -msgid "FogMaterial comparison (without and with density texture)" -msgstr "" - -msgid "" -"Screenshot taken with **Volume Size** project setting set to 192 to make " -"high-frequency detail more visible in the fog." -msgstr "" - -msgid "" -"To do so, select the **Density Texture** property and choose **New " -"NoiseTexture3D**. Edit this NoiseTexture3D by clicking it, then click " -"**Noise** at the bottom of the NoiseTexture3D properties and choose **New " -"FastNoiseLite**. Adjust the noise texture's width, height and depth " -"according to your fog volume's dimensions." -msgstr "" - -msgid "" -"To improve performance, it's recommended to use low texture sizes (64×64×64 " -"or lower), as high-frequency detail is difficult to notice in a FogVolume. " -"If you wish to represent more detailed density variations, you will need to " -"increase **Rendering > Environment > Volumetric Fog > Volume Size** in the " -"project settings, which has a performance cost." -msgstr "" - -msgid "" -"NoiseTexture3D's **Color Ramp** affects FogMaterial density textures, but " -"since only the texture's red channel is sampled, only the color ramp's red " -"channel will affect the resulting density." -msgstr "" - -msgid "" -"However, using a color ramp will *not* tint the fog volume according to the " -"texture. You would need to use a custom shader that reads a Texture3D to " -"achieve this." -msgstr "" - -#, fuzzy -msgid "Custom FogVolume shaders" -msgstr "Mukautetut signaalit" - -msgid "" -"This page only covers the built-in settings offered by FogMaterial. If you " -"need to customize fog behavior within a FogVolume node (such as creating " -"animated fog), FogVolume nodes' appearance can be customized using :ref:" -"`doc_fog_shader`." -msgstr "" - -msgid "Faking volumetric fog using quads" -msgstr "" - -msgid "" -"In some cases, it may be better to use specially configured QuadMeshes as an " -"alternative to volumetric fog:" -msgstr "" - -msgid "" -"Quads work with any rendering method, including Forward Mobile and " -"Compatibility." -msgstr "" - -msgid "" -"Quads do not require temporal reprojection to look smooth, which makes them " -"suited to fast-moving dynamic effects such as lasers. They can also " -"represent small details which volumetric fog cannot do efficiently." -msgstr "" - -msgid "Quads generally have a lower performance cost than volumetric fog." -msgstr "" - -#, fuzzy -msgid "This approach has a few downsides though:" -msgstr "Muutamia eroavaisuuksia kuitenkin on:" - -msgid "" -"The fog effect has less realistic falloff, especially if the camera enters " -"the fog." -msgstr "" - -msgid "Transparency sorting issues may occur when sprites overlap." -msgstr "" - -msgid "" -"Performance will not necessarily be better than volumetric fog if there are " -"lots of sprites close to the camera." -msgstr "" - -msgid "To create a QuadMesh-based fog sprite:" -msgstr "" - -msgid "" -"Create a MeshInstance3D node with a QuadMesh resource in the **Mesh** " -"property. Set the size as desired." -msgstr "" - -msgid "Create a new StandardMaterial3D in the mesh's **Material** property." -msgstr "" - -msgid "" -"In the StandardMaterial3D, set **Shading > Shading Mode** to **Unshaded**, " -"**Billboard > Mode** to **Enabled**, enable **Proximity Fade** and set " -"**Distance Fade** to **Pixel Alpha**." -msgstr "" - -msgid "" -"Set the **Albedo > Texture** to the texture below (right-click and choose " -"**Save as…**):" -msgstr "" - -msgid "" -"*After* setting the albedo texture, go to the Import dock, select the " -"texture and change its compression mode to **Lossless** to improve quality." -msgstr "" - -msgid "" -"The fog's color is set using the **Albedo > Color** property; its density is " -"set using the color's alpha channel. For best results, you will have to " -"adjust **Proximity Fade > Distance** and **Distance Fade > Max Distance** " -"depending on the size of your QuadMesh." -msgstr "" - -msgid "" -"Optionally, billboarding may be left disabled if you place the quad in a way " -"where all of its corners are in solid geometry. This can be useful for " -"fogging large planes that the camera cannot enter, such as bottomless pits." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po deleted file mode 100644 index 14dca85c78..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ /dev/null @@ -1,289 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "2D skeletons" -msgstr "2D-luurangot" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"When working with 3D, skeletal deforms are common for characters and " -"creatures and most 3D modelling applications support it. For 2D, as this " -"function is not used as often, it's difficult to find mainstream software " -"aimed for this." -msgstr "" - -msgid "" -"One option is to create animations in third-party software such as Spine or " -"Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " -"built-in." -msgstr "" - -msgid "" -"Why would you want to do skeletal animations directly in Godot? The answer " -"is that there are many advantages to it:" -msgstr "" - -msgid "" -"Better integration with the engine, so less hassle importing and editing " -"from an external tool." -msgstr "" - -msgid "" -"Ability to control particle systems, shaders, sounds, call scripts, colors, " -"transparency, etc. in animations." -msgstr "" - -msgid "" -"The built-in skeletal system in Godot is very efficient and designed for " -"performance." -msgstr "" - -msgid "The following tutorial will, then, explain 2D skeletal deformations." -msgstr "" - -msgid "Setup" -msgstr "Järjestely" - -msgid "" -"Before starting, we recommend you to go through the :ref:" -"`doc_cutout_animation` tutorial to gain a general understanding of animating " -"within Godot." -msgstr "" - -msgid "" -"For this tutorial, we will be using a single image to construct our " -"character. Download it from :download:`gBot_pieces.png ` or save the image below." -msgstr "" - -msgid "" -"It is also advised to download the final character image :download:" -"`gBot_complete.png ` to have a good reference for " -"putting the different pieces together." -msgstr "" - -msgid "Creating the polygons" -msgstr "Polygonien luonti" - -msgid "" -"Create a new scene for your model (if it's going to be an animated " -"character, you may want to use a ``CharacterBody2D``). For ease of use, an " -"empty 2D node is created as a root for the polygons." -msgstr "" - -msgid "" -"Begin with a ``Polygon2D`` node. There is no need to place it anywhere in " -"the scene for now, so simply create it like this:" -msgstr "" - -msgid "" -"Select it and assign the texture with the character pieces you have " -"downloaded before:" -msgstr "" - -msgid "" -"Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog " -"for the polygon:" -msgstr "" - -msgid "" -"Head over to the *Points* mode, select the pencil and draw a polygon around " -"the desired piece:" -msgstr "" - -msgid "" -"Duplicate the polygon node and give it a proper name. Then, enter the \"UV\" " -"dialog again and replace the old polygon with another one in the new desired " -"piece." -msgstr "" - -msgid "" -"When you duplicate nodes and the next piece has a similar shape, you can " -"edit the previous polygon instead of drawing a new one." -msgstr "" - -msgid "" -"After moving the polygon, remember to update the UV by selecting **Edit > " -"Copy Polygon to UV** in the Polygon 2D UV Editor." -msgstr "" - -msgid "Keep doing this until you mapped all pieces." -msgstr "" - -msgid "" -"You will notice that pieces for nodes appear in the same layout as they do " -"in the original texture. This is because by default, when you draw a " -"polygon, the UV and points are the same." -msgstr "" - -msgid "" -"Rearrange the pieces and build the character. This should be pretty quick. " -"There is no need to change pivots, so don't bother making sure rotation " -"pivots for each piece are right; you can leave them be for now." -msgstr "" - -msgid "" -"Ah, the visual order of the pieces is not correct yet, as some are covering " -"wrong pieces. Rearrange the order of the nodes to fix this:" -msgstr "" - -msgid "" -"And there you go! It was definitely much easier than in the cutout tutorial." -msgstr "" - -msgid "Creating the skeleton" -msgstr "Luurangon luonti" - -msgid "" -"Create a ``Skeleton2D`` node as a child of the root node. This will be the " -"base of our skeleton:" -msgstr "" - -msgid "" -"Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip " -"(usually skeletons start here). The bone will be pointing to the right, but " -"you can ignore this for now." -msgstr "" - -msgid "Keep creating bones in hierarchy and naming them accordingly." -msgstr "" - -msgid "" -"At the end of this chain, there will be a *jaw* node. It is, again, very " -"short and pointing to the right. This is normal for bones without children. " -"The length of *tip* bones can be changed with a property in the inspector:" -msgstr "" - -msgid "" -"In this case, we don't need to rotate the bone (coincidentally the jaw " -"points right in the sprite), but in case you need to, feel free to do it. " -"Again, this is only really needed for tip bones as nodes with children don't " -"usually need a length or a specific rotation." -msgstr "" - -msgid "Keep going and build the whole skeleton:" -msgstr "" - -msgid "" -"You will notice that all bones raise an annoying warning about a missing " -"rest pose. This means that it's time to set one. Go to the *skeleton* node " -"and create a rest pose. This pose is the default one, you can come back to " -"it anytime you want (which is very handy for animating):" -msgstr "" - -msgid "" -"The warnings will go away. If you modify the skeleton (add/remove bones) you " -"will need to set the rest pose again." -msgstr "" - -msgid "Deforming the polygons" -msgstr "Polygonien vääntäminen" - -msgid "" -"Select the previously created polygons and assign the skeleton node to their " -"``Skeleton`` property. This will ensure that they can eventually be deformed " -"by it." -msgstr "" - -msgid "Click the property highlighted above and select the skeleton node:" -msgstr "" - -msgid "" -"Again, open the UV editor for the polygon and go to the *Bones* section." -msgstr "" - -msgid "" -"You will not be able to paint weights yet. For this you need to synchronize " -"the list of bones from the skeleton with the polygon. This step is done only " -"once and manually (unless you modify the skeleton by adding/removing/" -"renaming bones). It ensures that your rigging information is kept in the " -"polygon, even if a skeleton node is accidentally lost or the skeleton " -"modified. Push the \"Sync Bones to Polygon\" button to sync the list." -msgstr "" - -msgid "" -"The list of bones will automatically appear. By default, your polygon has no " -"weight assigned to any of them. Select the bones you want to assign weight " -"to and paint them:" -msgstr "" - -msgid "" -"Points in white have a full weight assigned, while points in black are not " -"influenced by the bone. If the same point is painted white for multiple " -"bones, the influence will be distributed amongst them (so usually there is " -"not that much need to use shades in-between unless you want to polish the " -"bending effect)." -msgstr "" - -msgid "" -"After painting the weights, animating the bones (NOT the polygons!) will " -"have the desired effect of modifying and bending the polygons accordingly. " -"As you only need to animate bones in this approach, work becomes much easier!" -msgstr "" - -msgid "" -"But it's not all roses. Trying to animate bones that bend the polygon will " -"often yield unexpected results:" -msgstr "" - -msgid "" -"This happens because Godot generates internal triangles that connect the " -"points when drawing the polygon. They don't always bend the way you would " -"expect. To solve this, you need to set hints in the geometry to clarify how " -"you expect it to deform." -msgstr "" - -msgid "Internal vertices" -msgstr "Sisäiset kärkipisteet" - -msgid "" -"Open the UV menu for each bone again and go to the *Points* section. Add " -"some internal vertices in the regions where you expect the geometry to bend:" -msgstr "" - -msgid "" -"Now, go to the *Polygon* section and redraw your own polygons with more " -"detail. Imagine that, as your polygons bend, you need to make sure they " -"deform the least possible, so experiment a bit to find the right setup." -msgstr "" - -msgid "" -"Once you start drawing, the original polygon will disappear and you will be " -"free to create your own:" -msgstr "" - -msgid "" -"This amount of detail is usually fine, though you may want to have more fine-" -"grained control over where triangles go. Experiment by yourself until you " -"get the results you like." -msgstr "" - -msgid "" -"**Note:** Don't forget that your newly added internal vertices also need " -"weight painting! Go to the *Bones* section again to assign them to the right " -"bones." -msgstr "" - -msgid "Once you are all set, you will get much better results:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_track_types.po deleted file mode 100644 index 8cb0c98040..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ /dev/null @@ -1,201 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Animation Track types" -msgstr "Animaatiopuu" - -msgid "" -"This page gives an overview of the track types available for Godot's " -"animation player node on top of the default property tracks." -msgstr "" - -msgid "" -"We assume you already read :ref:`doc_introduction_animation`, which covers " -"the basics, including property tracks." -msgstr "" - -msgid "Property Track" -msgstr "" - -msgid "The most basic track type. See :ref:`doc_introduction_animation`." -msgstr "" - -msgid "Position 3D / Rotation 3D / Scale 3D Track" -msgstr "" - -msgid "" -"These 3D transform tracks control the location, rotation, and scale of a 3D " -"object. They make it easier to animate a 3D object's transform compared to " -"using regular property tracks." -msgstr "" - -msgid "" -"It is designed for animations imported from external 3D models and can " -"reduce resource capacity through compression." -msgstr "" - -#, fuzzy -msgid "Blend Shape Track" -msgstr "Näytä törmäysmuodot" - -msgid "" -"A blend shape track is optimized for animating blend shape in :ref:" -"`MeshInstance3D `." -msgstr "" - -#, fuzzy -msgid "Call Method Track" -msgstr "metodit" - -msgid "" -"A call method track allow you to call a function at a precise time from " -"within an animation. For example, you can call ``queue_free()`` to delete a " -"node at the end of a death animation." -msgstr "" - -msgid "" -"The events placed on the call method track are not executed when the " -"animation is previewed in the editor for safety." -msgstr "" - -msgid "" -"To create such a track, click \"Add Track -> Call Method Track.\" Then, a " -"window opens and lets you select the node to associate with the track. To " -"call one of the node's methods, right-click the timeline and select \"Insert " -"Key\". A window opens with a list of available methods. Double-click one to " -"finish creating the keyframe." -msgstr "" - -msgid "" -"To change the method call or its arguments, click on the key and head to the " -"inspector dock. There, you can change the method to call. If you expand the " -"\"Args\" section, you will see a list of arguments you can edit." -msgstr "" - -msgid "Bezier Curve Track" -msgstr "" - -msgid "" -"A bezier curve track is similar to a property track, except it allows you to " -"animate a property's value using a bezier curve." -msgstr "" - -msgid "" -"Bezier curve track and property track cannot be blended in :ref:" -"`AnimationPlayer ` and :ref:`AnimationTree " -"`." -msgstr "" - -msgid "" -"To create one, click \"Add Track -> Bezier Curve Track\". As with property " -"tracks, you need to select a node and a property to animate. To open the " -"bezier curve editor, click the curve icon to the right of the animation " -"track." -msgstr "" - -msgid "" -"In the editor, keys are represented by filled diamonds and the outlined " -"diamonds connected to them by a line control curve's shape." -msgstr "" - -msgid "In the right click panel of the editor, you can select the handle mode:" -msgstr "" - -msgid "" -"Free: Allows you to orient a manipulator in any direction without affecting " -"the other's position." -msgstr "" - -msgid "" -"Linear: Does not allow rotation of the manipulator and draws a linear graph." -msgstr "" - -msgid "" -"Balanced: Makes it so manipulators rotate together, but the distance between " -"the key and a manipulator is not mirrored." -msgstr "" - -msgid "" -"Mirrored: Makes the position of one manipulator perfectly mirror the other, " -"including their distance to the key." -msgstr "" - -msgid "Audio Playback Track" -msgstr "" - -msgid "" -"If you want to create an animation with audio, you need to create an audio " -"playback track. To create one, your scene must have either an " -"AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node. When " -"creating the track, you must select one of those nodes." -msgstr "" - -msgid "" -"To play a sound in your animation, drag and drop an audio file from the file " -"system dock onto the animation track. You should see the waveform of your " -"audio file in the track." -msgstr "" - -msgid "" -"To remove a sound from the animation, you can right-click it and select " -"\"Delete Key(s)\" or click on it and press the :kbd:`Del` key." -msgstr "" - -msgid "" -"The blend mode allows you to choose whether or not to adjust the audio " -"volume when blending in the :ref:`AnimationTree `." -msgstr "" - -#, fuzzy -msgid "Animation Playback Track" -msgstr "Animaatiotoistin (AnimationPlayer)" - -msgid "" -"Animation playback tracks allow you to sequence the animations of other " -"animation player nodes in a scene. For example, you can use it to animate " -"several characters in a cut-scene." -msgstr "" - -msgid "" -"To create an animation playback track, select \"New Track -> Animation " -"Playback Track.\"" -msgstr "" - -msgid "Then, select the animation player you want to associate with the track." -msgstr "" - -msgid "" -"To add an animation to the track, right-click on it and insert a key. Select " -"the key you just created to select an animation in the inspector dock." -msgstr "" - -msgid "" -"If an animation is already playing and you want to stop it early, you can " -"create a key and have it set to `[STOP]` in the inspector." -msgstr "" - -msgid "" -"If you instanced a scene that contains an animation player into your scene, " -"you need to enable \"Editable Children\" in the scene tree to access its " -"animation player. Also, an animation player cannot reference itself." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po deleted file mode 100644 index 71413f3f84..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/animation_tree.po +++ /dev/null @@ -1,493 +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 , 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 \n" -"Language-Team: LANGUAGE \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 AnimationTree" -msgstr "Animaatiopuu" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"With :ref:`AnimationPlayer `, Godot has one of the " -"most flexible animation systems that you can find in any game engine. The " -"ability to animate almost any property in any node or resource, as well as " -"having dedicated transform, bezier, function calling, audio and sub-" -"animation tracks, is pretty much unique." -msgstr "" - -msgid "" -"However, the support for blending those animations via ``AnimationPlayer`` " -"is relatively limited, as only a fixed cross-fade transition time can be set." -msgstr "" - -msgid "" -":ref:`AnimationTree ` is a new node introduced in Godot " -"3.1 to deal with advanced transitions. It supersedes the ancient " -"``AnimationTreePlayer``, while adding a huge amount of features and " -"flexibility." -msgstr "" - -msgid "Creating an AnimationTree" -msgstr "Animaatiopuun (AnimationTree) luonti" - -msgid "" -"Before starting, it must be made clear that an ``AnimationTree`` node does " -"not contain its own animations. Instead, it uses animations contained in an " -"``AnimationPlayer`` node. This way, you can edit your animations (or import " -"them from a 3D scene) as usual and then use this extra node to control the " -"playback." -msgstr "" - -msgid "" -"The most common way to use ``AnimationTree`` is in a 3D scene. When " -"importing your scenes from a 3D exchange format, they will usually come with " -"animations built-in (either multiple ones or split from a large one on " -"import). At the end, the imported Godot scene will contain the animations in " -"a ``AnimationPlayer`` node." -msgstr "" - -msgid "" -"As you rarely use imported scenes directly in Godot (they are either " -"instantiated or inherited from), you can place the ``AnimationTree`` node in " -"your new scene which contains the imported one. Afterwards, point the " -"``AnimationTree`` node to the ``AnimationPlayer`` that was created in the " -"imported scene." -msgstr "" - -msgid "" -"This is how it's done in the `Third Person Shooter demo `_, for reference:" -msgstr "" - -msgid "" -"A new scene was created for the player with a ``CharacterBody3D`` as root. " -"Inside this scene, the original ``.dae`` (Collada) file was instantiated and " -"an ``AnimationTree`` node was created." -msgstr "" - -msgid "Creating a tree" -msgstr "Puun luonti" - -msgid "" -"There are three main types of nodes that can be used in ``AnimationTree``:" -msgstr "" - -msgid "" -"Animation nodes, which reference an animation from the linked " -"``AnimationPlayer``." -msgstr "" - -msgid "Animation Root nodes, which are used to blend sub-nodes." -msgstr "" - -msgid "" -"Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as " -"single-graph blending via multiple input ports." -msgstr "" - -msgid "To set a root node in ``AnimationTree``, a few types are available:" -msgstr "" - -msgid "" -"``AnimationNodeAnimation``: Selects an animation from the list and plays it. " -"This is the simplest root node, and generally not used directly as root." -msgstr "" - -msgid "" -"``AnimationNodeBlendTree``: Contains many *blend* type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." -msgstr "" - -msgid "" -"``AnimationNodeStateMachine``: Contains multiple root nodes as children in a " -"graph. Each node is used as a *state*, and provides multiple functions to " -"alternate between states." -msgstr "" - -msgid "" -"``AnimationNodeBlendSpace2D``: Allows placing root nodes in a 2D blend " -"space. Control the blend position in 2D to mix between multiple animations." -msgstr "" - -msgid "``AnimationNodeBlendSpace1D``: Simplified version of the above (1D)." -msgstr "" - -msgid "Blend tree" -msgstr "" - -msgid "" -"An ``AnimationNodeBlendTree`` can contain both root and regular nodes used " -"for blending. Nodes are added to the graph from a menu:" -msgstr "" - -msgid "" -"All blend trees contain an ``Output`` node by default, and something has to " -"be connected to it in order for animations to play." -msgstr "" - -msgid "" -"The easiest way to test this functionality is to connect an ``Animation`` " -"node to it directly:" -msgstr "" - -msgid "" -"This will simply play back the animation. Make sure that the " -"``AnimationTree`` is active for something to actually happen." -msgstr "" - -msgid "Following is a short description of available nodes:" -msgstr "" - -msgid "Blend2 / Blend3" -msgstr "" - -msgid "" -"These nodes will blend between two or three inputs by a user-specified blend " -"value:" -msgstr "" - -msgid "For more complex blending, it is advised to use blend spaces instead." -msgstr "" - -msgid "" -"Blending can also use filters, i.e. you can control individually which " -"tracks go through the blend function. This is very useful for layering " -"animations on top of each other." -msgstr "" - -msgid "OneShot" -msgstr "" - -msgid "" -"This node will execute a sub-animation and return once it finishes. Blend " -"times for fading in and out can be customized, as well as filters." -msgstr "" - -msgid "" -"After setting the request and changing the animation playback, the one-shot " -"node automatically clears the request on the next process frame by setting " -"its ``request`` value to ``AnimationNodeOneShot.ONE_SHOT_REQUEST_NONE``." -msgstr "" - -msgid "TimeSeek" -msgstr "" - -msgid "" -"This node can be used to cause a seek command to happen to any sub-children " -"of the animation graph. Use this node type to play an ``Animation`` from the " -"start or a certain playback position inside the ``AnimationNodeBlendTree``." -msgstr "" - -msgid "" -"After setting the time and changing the animation playback, the seek node " -"automatically goes into sleep mode on the next process frame by setting its " -"``seek_request`` value to ``-1.0``." -msgstr "" - -msgid "TimeScale" -msgstr "" - -msgid "" -"Allows scaling the speed of the animation (or reverse it) connected to the " -"`in` input via the `scale` parameter. Setting the `scale` to 0 will pause " -"the animation." -msgstr "" - -msgid "Transition" -msgstr "Siirtymä" - -msgid "" -"Very simple state machine (when you don't want to cope with a " -"``StateMachine`` node). Animations can be connected to the outputs and " -"transition times can be specified. After setting the request and changing " -"the animation playback, the transition node automatically clears the request " -"on the next process frame by setting its ``transition_request`` value to an " -"empty string (``\"\"``)." -msgstr "" - -msgid "BlendSpace2D" -msgstr "" - -msgid "" -"``BlendSpace2D`` is a node to do advanced blending in two dimensions. Points " -"are added to a two-dimensional space and then a position can be controlled " -"to determine blending:" -msgstr "" - -msgid "" -"The ranges in X and Y can be controlled (and labeled for convenience). By " -"default, points can be placed anywhere (right-click on the coordinate system " -"or use the *add point* button) and triangles will be generated automatically " -"using Delaunay." -msgstr "" - -msgid "" -"It is also possible to draw the triangles manually by disabling the *auto " -"triangle* option, though this is rarely necessary:" -msgstr "" - -msgid "" -"Finally, it is possible to change the blend mode. By default, blending " -"happens by interpolating points inside the closest triangle. When dealing " -"with 2D animations (frame by frame), you may want to switch to *Discrete* " -"mode. Alternatively, if you want to keep the current play position when " -"switching between discrete animations, there is a *Carry* mode. This mode " -"can be changed in the *Blend* menu:" -msgstr "" - -msgid "BlendSpace1D" -msgstr "" - -msgid "" -"This is similar to 2D blend spaces, but in one dimension (so triangles are " -"not needed)." -msgstr "" - -msgid "StateMachine" -msgstr "" - -msgid "" -"This node acts as a state machine with root nodes as states. Root nodes can " -"be created and connected via lines. States are connected via *Transitions*, " -"which are connections with special properties. Transitions are uni-" -"directional, but two can be used to connect in both directions." -msgstr "" - -#, fuzzy -msgid "There are many types of transition:" -msgstr "Siirtymiä on olemassa useita eri tyyppisiä:" - -msgid "" -"*Immediate*: Will switch to the next state immediately. The current state " -"will end and blend into the beginning of the new one." -msgstr "" - -msgid "" -"*Sync*: Will switch to the next state immediately, but will seek the new " -"state to the playback position of the old state." -msgstr "" - -msgid "" -"*At End*: Will wait for the current state playback to end, then switch to " -"the beginning of the next state animation." -msgstr "" - -msgid "" -"Transitions also have a few properties. Click any transition and it will be " -"displayed in the inspector dock:" -msgstr "" - -msgid "" -"*Switch Mode* is the transition type (see above), it can be modified after " -"creation here." -msgstr "" - -msgid "" -"*Auto Advance* will turn on the transition automatically when this state is " -"reached. This works best with the *At End* switch mode." -msgstr "" - -msgid "" -"*Advance Condition* will turn on auto advance when this condition is set. " -"This is a custom text field that can be filled with a variable name. The " -"variable can be modified from code (more on this later)." -msgstr "" - -msgid "*Xfade Time* is the time to cross-fade between this state and the next." -msgstr "" - -msgid "" -"*Priority* is used together with the ``travel()`` function from code (more " -"on this later). Lower priority transitions are preferred when travelling " -"through the tree." -msgstr "" - -msgid "" -"*Disabled* toggles disabling this transition (when disabled, it will not be " -"used during travel or auto advance)." -msgstr "" - -msgid "For better blending" -msgstr "" - -msgid "" -"In Godot 4.0+, in order for the blending results to be deterministic " -"(reproducible and always consistent), the blended property values must have " -"a specific initial value. For example, in the case of two animations to be " -"blended, if one animation has a property track and the other does not, the " -"blended animation is calculated as if the latter animation had a property " -"track with the initial value." -msgstr "" - -msgid "" -"When using Position/Rotation/Scale 3D tracks for Skeleton3D bones, the " -"initial value is Bone Rest. For other properties, the initial value is ``0`` " -"and if the track is present in the ``RESET`` animation, the value of its " -"first keyframe is used instead." -msgstr "" - -msgid "" -"For example, the following AnimationPlayer has two animations, but one of " -"them lacks a Property track for Position." -msgstr "" - -msgid "" -"This means that the animation lacking that will treat those Positions as " -"``Vector2(0, 0)``." -msgstr "" - -msgid "" -"This problem can be solved by adding a Property track for Position as an " -"initial value to the ``RESET`` animation." -msgstr "" - -msgid "" -"Be aware that the ``RESET`` animation exists to define the default pose when " -"loading an object originally. It is assumed to have only one frame and is " -"not expected to be played back using the timeline." -msgstr "" - -msgid "" -"Also keep in mind that the Rotation 3D tracks and the Property tracks for 2D " -"rotation with Interpolation Type set to Linear Angle or Cubic Angle will " -"prevent rotation of more than 180 degrees from the initial value as blended " -"animation." -msgstr "" - -msgid "" -"This can be useful for Skeleton3Ds to prevent the bones penetrating the body " -"when blending animations. Therefore, Skeleton3D's Bone Rest values should be " -"as close to the midpoint of the movable range as possible. **This means that " -"for humanoid models, it is preferable to import them in a T-pose**." -msgstr "" - -msgid "" -"You can see that the shortest rotation path from Bone Rests is prioritized " -"rather than the shortest rotation path between animations." -msgstr "" - -msgid "" -"If you need to rotate Skeleton3D itself more than 180 degrees by blend " -"animations for movement, you can use Root Motion." -msgstr "" - -msgid "Root motion" -msgstr "Juuriliike" - -msgid "" -"When working with 3D animations, a popular technique is for animators to use " -"the root skeleton bone to give motion to the rest of the skeleton. This " -"allows animating characters in a way where steps actually match the floor " -"below. It also allows precise interaction with objects during cinematics." -msgstr "" - -msgid "" -"When playing back the animation in Godot, it is possible to select this bone " -"as the *root motion track*. Doing so will cancel the bone transformation " -"visually (the animation will stay in place)." -msgstr "" - -msgid "" -"Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree " -"` API as a transform:" -msgstr "" - -msgid "" -"This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide " -"` to control the character " -"movement." -msgstr "" - -msgid "" -"There is also a tool node, ``RootMotionView``, that can be placed in a scene " -"and will act as a custom floor for your character and animations (this node " -"is disabled by default during the game)." -msgstr "" - -msgid "Controlling from code" -msgstr "" - -msgid "" -"After building the tree and previewing it, the only question remaining is " -"\"How is all this controlled from code?\"." -msgstr "" - -msgid "" -"Keep in mind that the animation nodes are just resources and, as such, they " -"are shared between all instances using them. Setting values in the nodes " -"directly will affect all instances of the scene that uses this " -"``AnimationTree``. This is generally undesirable, but does have some cool " -"use cases, e.g. you can copy and paste parts of your animation tree, or " -"reuse nodes with a complex layout (such as a state machine or blend space) " -"in different animation trees." -msgstr "" - -msgid "" -"The actual animation data is contained in the ``AnimationTree`` node and is " -"accessed via properties. Check the \"Parameters\" section of the " -"``AnimationTree`` node to see all the parameters that can be modified in " -"real-time:" -msgstr "" - -msgid "" -"This is handy because it makes it possible to animate them from an " -"``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the " -"realization of very complex animation logic." -msgstr "" - -msgid "" -"To modify these values from code, the property path must be obtained. This " -"is done easily by hovering the mouse over any of the parameters:" -msgstr "" - -msgid "Which allows setting them or reading them:" -msgstr "" - -msgid "State machine travel" -msgstr "" - -msgid "" -"One of the nice features in Godot's ``StateMachine`` implementation is the " -"ability to travel. The graph can be instructed to go from the current state " -"to another one, while visiting all the intermediate ones. This is done via " -"the A\\* algorithm. If there is no path of transitions starting at the " -"current state and finishing at the destination state, the graph teleports to " -"the destination state." -msgstr "" - -msgid "" -"To use the travel ability, you should first retrieve the :ref:" -"`AnimationNodeStateMachinePlayback " -"` object from the ``AnimationTree`` " -"node (it is exported as a property)." -msgstr "" - -msgid "" -"Once retrieved, it can be used by calling one of the many functions it " -"offers:" -msgstr "" - -msgid "" -"The state machine must be running before you can travel. Make sure to either " -"call ``start()`` or choose a node to **Autoplay on Load**." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/creating_movies.po deleted file mode 100644 index c88928ff6c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/creating_movies.po +++ /dev/null @@ -1,588 +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 , 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 \n" -"Language-Team: LANGUAGE \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 movies" -msgstr "Solmujen luonti" - -msgid "" -"Godot can record **non-real-time** video and audio from any 2D or 3D " -"project. This kind of recording is also called *offline rendering*. There " -"are many scenarios where this is useful:" -msgstr "" - -msgid "Recording game trailers for promotional use." -msgstr "" - -msgid "" -"Recording cutscenes that will be :ref:`displayed as pre-recorded videos " -"` in the final game. This allows for using higher " -"quality settings (at the cost of file size), regardless of the player's " -"hardware." -msgstr "" - -msgid "" -"Recording procedurally generated animations or motion design. User " -"interaction remains possible during video recording, and audio can be " -"included as well (although you won't be able to hear it while the video is " -"recording)." -msgstr "" - -msgid "" -"Comparing the visual output of graphics settings, shaders, or rendering " -"techniques in an animated scene." -msgstr "" - -msgid "" -"With Godot's animation features such as the AnimationPlayer node, Tweeners, " -"particles and shaders, it can effectively be used to create any kind of 2D " -"and 3D animations (and still images)." -msgstr "" - -msgid "" -"If you are already used to Godot's workflow, you may find yourself more " -"productive by using Godot for video rendering compared to Blender. That " -"said, renderers designed for non-real-time usage such as Cycles and Eevee " -"can result in better visuals (at the cost of longer rendering times)." -msgstr "" - -msgid "" -"Compared to real-time video recording, some advantages of non-real-time " -"recording include:" -msgstr "" - -msgid "" -"Use any graphics settings (including extremely demanding settings) " -"regardless of your hardware's capabilities. The output video will *always* " -"have perfect frame pacing; it will never exhibit dropped frames or " -"stuttering. Faster hardware will allow you to render a given animation in " -"less time, but the visual output remains identical." -msgstr "" - -msgid "" -"Render at a higher resolution than the screen resolution, without having to " -"rely on driver-specific tools such as NVIDIA's Dynamic Super Resolution or " -"AMD's Virtual Super Resolution." -msgstr "" - -msgid "" -"Render at a higher framerate than the video's target framerate, then :ref:" -"`post-process to generate high-quality motion blur " -"`. This also makes effects that converge " -"over several frames (such as temporal antialiasing, SDFGI and volumetric " -"fog) look better." -msgstr "" - -msgid "" -"**This feature is not designed for capturing real-time footage during " -"gameplay.**" -msgstr "" - -msgid "" -"Players should use something like `OBS Studio `__ " -"or `SimpleScreenRecorder `__ to record gameplay videos, as they do a much better job at intercepting " -"the compositor than Godot can do using Vulkan or OpenGL natively." -msgstr "" - -msgid "" -"That said, if your game runs at near-real-time speeds when capturing, you " -"can still use this feature (but it will lack audible sound playback, as " -"sound is saved directly to the video file)." -msgstr "" - -msgid "Enabling Movie Maker mode" -msgstr "" - -msgid "" -"To enable Movie Maker mode, click the \"movie reel\" button in the top-right " -"corner of the editor *before* running the project:" -msgstr "" - -msgid "Movie Maker mode is disabled, click the \"movie reel\" icon to enable" -msgstr "" - -msgid "" -"The icon gets a background matching the accent color when Movie Maker mode " -"is enabled:" -msgstr "" - -msgid "" -"Movie Maker mode is enabled, click the \"movie reel\" icon again to disable" -msgstr "" - -msgid "" -"Movie Maker status is **not** persisted when the editor quits, so you must " -"re-enable Movie Maker mode again after restarting the editor if needed." -msgstr "" - -msgid "" -"Toggling Movie Maker mode while running the project will not have any effect " -"until the project is restarted." -msgstr "" - -msgid "" -"Before you can record video by running the project, you still need to " -"configure the output file path. This path can be set for all scenes in the " -"Project Settings:" -msgstr "" - -msgid "Movie Maker project settings (with Advanced toggle enabled)" -msgstr "" - -msgid "" -"Alternatively, you can set the output file path on a per-scene basis by " -"adding a String metadata with the name ``movie_file`` to the scene's **root " -"node**. This is only used when the main scene is set to the scene in " -"question, or when running the scene directly by pressing :kbd:`F6` (:kbd:" -"`Cmd + R` on macOS)." -msgstr "" - -msgid "Inspector view after creating a ``movie_file`` metadata of type String" -msgstr "" - -msgid "" -"The path specified in the project settings or metadata can be either " -"absolute, or relative to the project root." -msgstr "" - -msgid "" -"Once you've configured and enabled Movie Maker mode, it will be " -"automatically used when running the project from the editor." -msgstr "" - -#, fuzzy -msgid "Command line usage" -msgstr "Logiikka-asetukset" - -msgid "" -"Movie Maker can also be enabled from the :ref:`command line " -"`:" -msgstr "" - -msgid "" -"If the output path is relative, then it is **relative to the project " -"folder**, not the current working directory. In the above example, the file " -"will be written to ``/path/to/your_project/output.avi``. This behavior is " -"similar to the ``--export`` command line argument." -msgstr "" - -msgid "" -"Since Movie Maker's output resolution is set by the viewport size, you can " -"adjust the window size on startup to override it if the project uses the " -"``disabled`` or ``canvas_items`` :ref:`stretch mode " -"`:" -msgstr "" - -msgid "" -"Note that the window size is clamped by your display's resolution. See :ref:" -"`doc_creating_movies_recording_at_higher_resolution` if you need to record a " -"video at a higher resolution than the screen resolution." -msgstr "" - -msgid "" -"The recording FPS can also be overridden on the command line, without having " -"to edit the Project Settings:" -msgstr "" - -msgid "" -"The ``--write-movie`` and ``--fixed-fps`` command line arguments are both " -"available in exported projects. Movie Maker mode cannot be toggled while the " -"project is running, but you can use the :ref:`OS.execute() " -"` method to run a second instance of the exported " -"project that will record a video file." -msgstr "" - -#, fuzzy -msgid "Choosing an output format" -msgstr "Animaatioiden valinta" - -msgid "" -"Output formats are provided by the :ref:`MovieWriter ` " -"class. Godot has 2 built-in :ref:`MovieWriters `, and " -"more can be implemented by extensions:" -msgstr "" - -msgid "AVI (recommended)" -msgstr "" - -msgid "" -"AVI container with MJPEG for video and uncompressed audio. Features lossy " -"video compression, resulting in medium file sizes and fast encoding. The " -"lossy compression quality can be adjusted by changing **Editor > Movie " -"Writer > MJPEG Quality**." -msgstr "" - -msgid "" -"The resulting file can be viewed in most video players, but it must be " -"converted to another format for viewing on the web or by Godot with the " -"VideoStreamPlayer node. MJPEG does not support transparency. AVI output is " -"currently limited to a file of 4 GB in size at most." -msgstr "" - -msgid "" -"To use AVI, specify a path to an ``.avi`` file to be created in the **Editor " -"> Movie Writer > Movie File** project setting." -msgstr "" - -msgid "PNG" -msgstr "" - -msgid "" -"PNG image sequence for video and WAV for audio. Features lossless video " -"compression, at the cost of large file sizes and slow encoding. This is " -"designed to be :ref:`encoded to a video file with an external tool after " -"recording `." -msgstr "" - -msgid "" -"Transparency is supported, but the root viewport **must** have its " -"``transparent_bg`` property set to ``true`` for transparency to be visible " -"on the output image. This can be achieved by enabling the **Rendering > " -"Transparent Background** advanced project setting. **Display > Window > Size " -"> Transparent** and **Display > Window > Per Pixel Transparency > Enabled** " -"can optionally be enabled to allow transparency to be previewed while " -"recording the video, but they do not have to be enabled for the output image " -"to contain transparency." -msgstr "" - -msgid "" -"To use PNG, specify a ``.png`` file to be created in the **Editor > Movie " -"Writer > Movie File** project setting. The generated ``.wav`` file will have " -"the same name as the ``.png`` file (minus the extension)." -msgstr "" - -#, fuzzy -msgid "Custom" -msgstr "Mukautetut signaalit" - -msgid "" -"If you need to encode directly to a different format or pipe a stream " -"through third-party software, you can extend the MovieWriter class to create " -"your own movie writers. This should typically be done using GDExtension for " -"performance reasons." -msgstr "" - -msgid "Configuration" -msgstr "" - -msgid "" -"In the **Editor > Movie Writer** section of the Project Settings, there are " -"several options you can configure. Some of them are only visible after " -"enabling the **Advanced** toggle in the top-right corner of the Project " -"Settings dialog." -msgstr "" - -msgid "" -"**Mix Rate Hz:** The audio mix rate to use in the recorded audio when " -"writing a movie. This can be different from the project's mix rate, but this " -"value must be divisible by the recorded FPS to prevent audio from " -"desynchronizing over time." -msgstr "" - -msgid "" -"**Speaker Mode:** The speaker mode to use in the recorded audio when writing " -"a movie (stereo, 5.1 surround or 7.1 surround)." -msgstr "" - -msgid "" -"**MJPEG Quality:** The JPEG quality to use when writing a video to an AVI " -"file, between ``0.01`` and ``1.0`` (inclusive). Higher quality values result " -"in better-looking output at the cost of larger file sizes. Recommended " -"quality values are between ``0.75`` and ``0.9``. Even at quality ``1.0``, " -"JPEG compression remains lossy. This setting does not affect audio quality " -"and is ignored when writing to a PNG image sequence." -msgstr "" - -msgid "" -"**Movie File:** The output path for the movie. This can be absolute or " -"relative to the project root." -msgstr "" - -msgid "" -"**Disable V-Sync:** If enabled, requests V-Sync to be disabled when writing " -"a movie. This can speed up video writing if the hardware is fast enough to " -"render, encode and save the video at a framerate higher than the monitor's " -"refresh rate. This setting has no effect if the operating system or graphics " -"driver forces V-Sync with no way for applications to disable it." -msgstr "" - -msgid "" -"**FPS:** The rendered frames per second in the output movie. Higher values " -"result in smoother animation, at the cost of longer rendering times and " -"larger output file sizes. Most video hosting platforms do not support FPS " -"values higher than 60, but you can use a higher value and use that to " -"generate motion blur." -msgstr "" - -msgid "" -"When using the ``disabled`` or ``2d`` :ref:`stretch modes " -"`, the output file's resolution is set by the " -"window size. Make sure to resize the window *before* the splash screen has " -"ended. For this purpose, it's recommended to adjust the **Display > Window > " -"Size > Window Width Override** and **Window Height Override** advanced " -"project settings." -msgstr "" - -msgid "See also :ref:`doc_creating_movies_recording_at_higher_resolution`." -msgstr "" - -msgid "Quitting Movie Maker mode" -msgstr "" - -msgid "" -"To safely quit a project that is using Movie Maker mode, use the X button at " -"the top of the window, or call ``get_tree().quit()`` in a script." -msgstr "" - -msgid "" -"Pressing :kbd:`F8` (:kbd:`Cmd + .` on macOS) or pressing :kbd:`Ctrl + C` on " -"the terminal running Godot is **not recommended**, as it will result in an " -"improperly formatted AVI file with no duration information. For PNG image " -"sequences, PNG images will not be negatively altered, but the associated WAV " -"file will still lack duration information." -msgstr "" - -msgid "" -"Some video players may still be able to play the AVI or WAV file with " -"working video and audio. However, software that makes use of the AVI or WAV " -"file such as video editors may not be able to open the file. :ref:`Using a " -"video converter program ` can help in " -"those cases." -msgstr "" - -msgid "" -"If you're using an AnimationPlayer to control a \"main action\" in the scene " -"(such as camera movement), you can enable the **Movie Quit On Finish** " -"property on the AnimationPlayer node in question. When enabled, this " -"property will make Godot quit on its own when an animation is done playing " -"*and* the engine is running in Movie Maker mode. Note that *this property " -"has no effect on looping animations*. Therefore, you need to make sure that " -"the animation is set as non-looping." -msgstr "" - -msgid "Using high-quality graphics settings" -msgstr "" - -msgid "" -"The ``movie`` :ref:`feature tag ` can be used to override " -"specific project settings. This is useful to enable high-quality graphics " -"settings that wouldn't be fast enough to run in real-time speeds on your " -"hardware. Remember that putting every setting to its maximum value can still " -"slow down movie saving speed, especially when recording at higher " -"resolutions. Therefore, it's still recommended to only increase graphics " -"settings if they make a meaningful difference in the output image." -msgstr "" - -msgid "" -"This feature tag can also be queried in a script to increase quality " -"settings that are set in the Environment resource. For example, to further " -"improve SDFGI detail and reduce light leaking:" -msgstr "" - -msgid "Rendering at a higher resolution than the screen resolution" -msgstr "" - -msgid "" -"The overall rendering quality can be improved significantly by rendering at " -"high resolutions such as 4K or 8K." -msgstr "" - -msgid "" -"For 3D rendering, Godot provides a **Rendering > Scaling 3D > Scale** " -"advanced project setting, which can be set above ``1.0`` to obtain " -"*supersample antialiasing*. The 3D rendering is then *downsampled* when it's " -"drawn on the viewport. This provides an expensive but high-quality form of " -"antialiasing, without increasing the final output resolution." -msgstr "" - -msgid "" -"Consider using this project setting first, as it avoids slowing down movie " -"writing speeds and increasing output file size compared to actually " -"increasing the output resolution." -msgstr "" - -msgid "" -"If you wish to render 2D at a higher resolution, or if you actually need the " -"higher raw pixel output for 3D rendering, you can increase the resolution " -"above what the screen allows." -msgstr "" - -msgid "" -"By default, Godot uses the ``disabled`` :ref:`stretch modes " -"` in projects. If using ``disabled`` or " -"``canvas_items`` stretch mode, the window size dictates the output video " -"resolution." -msgstr "" - -msgid "" -"On the other hand, if the project is configured to use the ``viewport`` " -"stretch mode, the viewport resolution dictates the output video resolution. " -"The viewport resolution is set using the **Display > Window > Size > " -"Viewport Width** and **Viewport Height** project settings. This can be used " -"to render a video at a higher resolution than the screen resolution." -msgstr "" - -msgid "" -"To make the window smaller during recording without affecting the output " -"video resolution, you can set the **Display > Window > Size > Window Width " -"Override** and **Window Height Override** advanced project settings to " -"values greater than ``0``." -msgstr "" - -msgid "" -"To apply a resolution override only when recording a movie, you can override " -"those settings with the ``movie`` :ref:`feature tag `." -msgstr "" - -#, fuzzy -msgid "Post-processing steps" -msgstr "Käsittely loppuu." - -msgid "Some common post-processing steps are listed below." -msgstr "" - -msgid "" -"When using several post-processing steps, try to perform all of them in a " -"single FFmpeg command. This will save encoding time and improve quality by " -"avoiding multiple lossy encoding steps." -msgstr "" - -#, fuzzy -msgid "Converting AVI video to MP4" -msgstr "Muuta sisennys sarkaimiksi" - -msgid "" -"While some platforms such as YouTube support uploading the AVI file " -"directly, many others will require a conversion step beforehand. `HandBrake " -"`__ (GUI) and `FFmpeg `__ (CLI) " -"are popular open source tools for this purpose. FFmpeg has a steeper " -"learning curve, but it's more powerful." -msgstr "" - -msgid "" -"The command below converts an AVI video to a MP4 (H.264) video with a " -"Constant Rate Factor (CRF) of 15. This results in a relatively large file, " -"but is well-suited for platforms that will re-encode your videos to reduce " -"their size (such as most video sharing websites):" -msgstr "" - -msgid "" -"To get a smaller file at the cost of quality, *increase* the CRF value in " -"the above command." -msgstr "" - -msgid "" -"To get a file with a better size/quality ratio (at the cost of slower " -"encoding times), add ``-preset veryslow`` before ``-crf 15`` in the above " -"command. On the contrary, ``-preset veryfast`` can be used to achieve faster " -"encoding at the cost of a worse size/quality ratio." -msgstr "" - -msgid "Converting PNG image sequence + WAV audio to a video" -msgstr "" - -msgid "" -"If you chose to record a PNG image sequence with a WAV file beside it, you " -"need to convert it to a video before you can use it elsewhere." -msgstr "" - -msgid "" -"The filename for the PNG image sequence generated by Godot always contains 8 " -"digits, starting at 0 with zero-padded numbers. If you specify an output " -"path ``folder/example.png``, Godot will write ``folder/example00000000." -"png``, ``folder/example00000001.png``, and so on in that folder. The audio " -"will be saved at ``folder/example.wav``." -msgstr "" - -msgid "" -"The FPS is specified using the ``-r`` argument. It should match the FPS " -"specified during recording. Otherwise, the video will appear to be slowed " -"down or sped up, and audio will be out of sync with the video." -msgstr "" - -msgid "" -"If you recorded a PNG image sequence with transparency enabled, you need to " -"use a video format that supports storing transparency. MP4/H.264 doesn't " -"support storing transparency, so you can use WebM/VP9 as an alternative:" -msgstr "" - -#, fuzzy -msgid "Cutting video" -msgstr "Solmujen luonti" - -msgid "" -"You can trim parts of the video you don't want to keep after the video is " -"recorded. For example, to discard everything before 12.1 seconds and keep " -"only 5.2 seconds of video after that point:" -msgstr "" - -msgid "" -"Cutting videos can also be done with the GUI tool `LosslessCut `__." -msgstr "" - -msgid "Resizing video" -msgstr "" - -msgid "" -"The following command resizes a video to be 1080 pixels tall (1080p), while " -"preserving its existing aspect ratio:" -msgstr "" - -#, fuzzy -msgid "Reducing framerate" -msgstr "Skriptin lisäys" - -msgid "" -"The following command changes a video's framerate to 30 FPS, dropping some " -"of the original frames if there are more in the input video:" -msgstr "" - -msgid "Generating accumulation motion blur with FFmpeg" -msgstr "" - -msgid "" -"Godot does not have built-in support for motion blur, but it can still be " -"created in recorded videos." -msgstr "" - -msgid "" -"If you record the video at a multiple of the original framerate, you can " -"blend the frames together then reduce the frameate to produce a video with " -"*accumulation motion blur*. This motion blur can look very good, but it can " -"take a long time to generate since you have to render many more frames per " -"second (on top of the time spent on post-processing)." -msgstr "" - -msgid "" -"Example with a 240 FPS source video, generating 4× motion blur and " -"decreasing its output framerate to 60 FPS:" -msgstr "" - -msgid "" -"This also makes effects that converge over several frames (such as temporal " -"antialiasing, SDFGI and volumetric fog) converge faster and therefore look " -"better, since they'll be able to work with more data at a given time. See :" -"ref:`doc_creating_movies_reducing_framerate` if you want to get this benefit " -"without adding motion blur." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po deleted file mode 100644 index 1ab7235ace..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ /dev/null @@ -1,486 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Cutout animation" -msgstr "" - -msgid "What is it?" -msgstr "" - -msgid "" -"Traditionally, `cutout animation `__ is a type of `stop motion animation `__ in which pieces of paper (or other thin " -"material) are cut into special shapes and arranged in two-dimensional " -"representations of characters and objects. Characters' bodies are usually " -"made out of several pieces. The pieces are arranged and photographed once " -"for each frame of the film. The animator moves and rotates the parts in " -"small increments between each shot to create the illusion of movement when " -"the images are played back quickly in sequence." -msgstr "" - -msgid "" -"Simulations of cutout animation can now be created using software as seen in " -"`South Park `__ and `Jake and the " -"Never Land Pirates `__." -msgstr "" - -msgid "" -"In video games, this technique has also become popular. Examples of this are " -"`Paper Mario `__ or `Rayman " -"Origins `__ ." -msgstr "" - -msgid "Cutout animation in Godot" -msgstr "" - -msgid "" -"Godot provides tools for working with cutout rigs, and is ideal for the " -"workflow:" -msgstr "" - -msgid "" -"**The animation system is fully integrated with the engine**: This means " -"animations can control much more than just motion of objects. Textures, " -"sprite sizes, pivots, opacity, color modulation, and more, can all be " -"animated and blended." -msgstr "" - -msgid "" -"**Combine animation styles**: AnimatedSprite2D allows traditional cel " -"animation to be used alongside cutout animation. In cel animation different " -"animation frames use entirely different drawings rather than the same pieces " -"positioned differently. In an otherwise cutout-based animation, cel " -"animation can be used selectively for complex parts such as hands, feet, " -"changing facial expressions, etc." -msgstr "" - -msgid "" -"**Custom Shaped Elements**: Custom shapes can be created with :ref:" -"`Polygon2D ` allowing UV animation, deformations, etc." -msgstr "" - -msgid "" -"**Particle Systems**: A cutout animation rig can be combined with particle " -"systems. This can be useful for magic effects, jetpacks, etc." -msgstr "" - -msgid "" -"**Custom Colliders**: Set colliders and influence areas in different parts " -"of the skeletons, great for bosses and fighting games." -msgstr "" - -msgid "" -"**Animation Tree**: Allows complex combinations and blending between several " -"animations, the same way it works in 3D." -msgstr "" - -msgid "And much more!" -msgstr "" - -msgid "Making of GBot" -msgstr "" - -msgid "" -"For this tutorial, we will use as demo content the pieces of the `GBot " -"`__ character, created by " -"Andreas Esau." -msgstr "" - -msgid "" -"Get your assets: `cutout_animation_assets.zip `_." -msgstr "" - -msgid "Setting up the rig" -msgstr "" - -msgid "Create an empty Node2D as root of the scene, we will work under it:" -msgstr "" - -msgid "" -"The first node of the model is the hip. Generally, both in 2D and 3D, the " -"hip is the root of the skeleton. This makes it easier to animate:" -msgstr "" - -msgid "" -"Next will be the torso. The torso needs to be a child of the hip, so create " -"a child sprite and load the torso texture, later accommodate it properly:" -msgstr "" - -msgid "" -"This looks good. Let's see if our hierarchy works as a skeleton by rotating " -"the torso. We can do this be pressing :kbd:`E` to enter rotate mode, and " -"dragging with the left mouse button. To exit rotate mode hit :kbd:`ESC`." -msgstr "" - -msgid "The rotation pivot is wrong and needs to be adjusted." -msgstr "" - -msgid "" -"This small cross in the middle of the :ref:`Sprite2D ` is " -"the rotation pivot:" -msgstr "" - -msgid "Adjusting the pivot" -msgstr "" - -msgid "" -"The pivot can be adjusted by changing the *offset* property in the Sprite2D:" -msgstr "" - -msgid "" -"The pivot can also be adjusted *visually*. While hovering over the desired " -"pivot point, press :kbd:`V` to move the pivot there for the selected " -"Sprite2D. There is also a tool in the tool bar that has a similar function." -msgstr "" - -msgid "" -"Continue adding body pieces, starting with the right arm. Make sure to put " -"each sprite in its correct place in the hierarchy, so its rotations and " -"translations are relative to its parent:" -msgstr "" - -msgid "" -"With the left arm there's a problem. In 2D, child nodes appear in front of " -"their parents:" -msgstr "" - -msgid "" -"We want the left arm to appear *behind* the hip and the torso. We could move " -"the left arm nodes behind the hip (above the hip node in the scene " -"hierarchy), but then the left arm is no longer in its proper place in the " -"hierarchy. This means it wouldn't be affected by the movement of the torso. " -"We'll fix this problem with ``RemoteTransform2D`` nodes." -msgstr "" - -msgid "" -"You can also fix depth ordering problems by adjusting the Z property of any " -"node inheriting from Node2D." -msgstr "" - -msgid "RemoteTransform2D node" -msgstr "" - -msgid "" -"The :ref:`RemoteTransform2D ` node transforms nodes " -"somewhere else in the hierarchy. This node applies its own transform " -"(including any transformation it inherits from its parents) to the remote " -"node it targets." -msgstr "" - -msgid "" -"This allows us to correct the visibility order of our elements, " -"independently of the locations of those parts in the cutout hierarchy." -msgstr "" - -msgid "" -"Create a ``RemoteTransform2D`` node as a child of the torso. Call it " -"``remote_arm_l``. Create another RemoteTransform2D node inside the first and " -"call it ``remote_hand_l``. Use the ``Remote Path`` property of the two new " -"nodes to target the ``arm_l`` and ``hand_l`` sprites respectively:" -msgstr "" - -msgid "" -"Moving the ``RemoteTransform2D`` nodes now moves the sprites. So we can " -"create animations by adjusting the ``RemoteTransform2D`` transforms:" -msgstr "" - -msgid "Completing the skeleton" -msgstr "" - -msgid "" -"Complete the skeleton by following the same steps for the rest of the parts. " -"The resulting scene should look similar to this:" -msgstr "" - -msgid "" -"The resulting rig will be easy to animate. By selecting the nodes and " -"rotating them you can animate forward kinematics (FK) efficiently." -msgstr "" - -msgid "For simple objects and rigs this is fine, but there are limitations:" -msgstr "" - -msgid "" -"Selecting sprites in the main viewport can become difficult in complex rigs. " -"The scene tree ends up being used to select parts instead, which can be " -"slower." -msgstr "" - -msgid "" -"Inverse Kinematics (IK) is useful for animating extremities like hands and " -"feet, and can't be used with our rig in its current state." -msgstr "" - -msgid "To solve these problems we'll use Godot's skeletons." -msgstr "" - -msgid "Skeletons" -msgstr "" - -msgid "" -"In Godot there is a helper to create \"bones\" between nodes. The bone-" -"linked nodes are called skeletons." -msgstr "" - -msgid "" -"As an example, let's turn the right arm into a skeleton. To create a " -"skeleton, a chain of nodes must be selected from top to bottom:" -msgstr "" - -msgid "Then, click on the Skeleton menu and select ``Make Bones``." -msgstr "" - -msgid "This will add bones covering the arm, but the result may be surprising." -msgstr "" - -msgid "" -"Why does the hand lack a bone? In Godot, a bone connects a node with its " -"parent. And there's currently no child of the hand node. With this knowledge " -"let's try again." -msgstr "" - -msgid "" -"The first step is creating an endpoint node. Any kind of node will do, but :" -"ref:`Marker2D ` is preferred because it's visible in the " -"editor. The endpoint node will ensure that the last bone has orientation." -msgstr "" - -msgid "" -"Now select the whole chain, from the endpoint to the arm and create bones:" -msgstr "" - -msgid "" -"The result resembles a skeleton a lot more, and now the arm and forearm can " -"be selected and animated." -msgstr "" - -msgid "" -"Create endpoints for all important extremities. Generate bones for all " -"articulable parts of the cutout, with the hip as the ultimate connection " -"between all of them." -msgstr "" - -msgid "" -"You may notice that an extra bone is created when connecting the hip and " -"torso. Godot has connected the hip node to the scene root with a bone, and " -"we don't want that. To fix this, select the root and hip node, open the " -"Skeleton menu, click ``clear bones``." -msgstr "" - -msgid "Your final skeleton should look something like this:" -msgstr "Lopullisen luurankosi pitäisi näyttää kutakuinkin tältä:" - -msgid "" -"You might have noticed a second set of endpoints in the hands. This will " -"make sense soon." -msgstr "" - -msgid "" -"Now that the whole figure is rigged, the next step is setting up the IK " -"chains. IK chains allow for more natural control of extremities." -msgstr "" - -msgid "IK chains" -msgstr "" - -msgid "" -"IK stands for inverse kinematics. It's a convenient technique for animating " -"the position of hands, feet and other extremities of rigs like the one we've " -"made. Imagine you want to pose a character's foot in a specific position on " -"the ground. Without IK chains, each motion of the foot would require " -"rotating and positioning several other bones (the shin and the thigh at " -"least). This would be quite complex and lead to imprecise results. IK allows " -"us to move the foot directly while the shin and thigh self-adjust." -msgstr "" - -msgid "" -"**IK chains in Godot currently work in the editor only**, not at runtime. " -"They are intended to ease the process of setting keyframes, and are not " -"currently useful for techniques like procedural animation." -msgstr "" - -msgid "" -"To create an IK chain, select a chain of bones from endpoint to the base for " -"the chain. For example, to create an IK chain for the right leg, select the " -"following:" -msgstr "" - -msgid "Then enable this chain for IK. Go to Edit > Make IK Chain." -msgstr "" - -msgid "As a result, the base of the chain will turn *Yellow*." -msgstr "" - -msgid "" -"Once the IK chain is set up, grab any child or grand-child of the base of " -"the chain (e.g. a foot), and move it. You'll see the rest of the chain " -"adjust as you adjust its position." -msgstr "" - -msgid "Animation tips" -msgstr "Animaatiovinkit" - -msgid "" -"The following section will be a collection of tips for creating animation " -"for your cutout rigs. For more information on how the animation system in " -"Godot works, see :ref:`doc_introduction_animation`." -msgstr "" - -msgid "Setting keyframes and excluding properties" -msgstr "" - -msgid "" -"Special contextual elements appear in the top toolbar when the animation " -"editor window is open:" -msgstr "" - -msgid "" -"The key button inserts location, rotation, and scale keyframes for the " -"selected objects or bones at the current playhead position." -msgstr "" - -msgid "" -"The \"loc\", \"rot\", and \"scl\" toggle buttons to the left of the key " -"button modify its function, allowing you to specify which of the three " -"properties keyframes will be created for." -msgstr "" - -msgid "" -"Here's an illustration of how this can be useful: Imagine you have a node " -"which already has two keyframes animating its scale only. You want to add an " -"overlapping rotation movement to the same node. The rotation movement should " -"begin and end at different times from the scale change that's already set " -"up. You can use the toggle buttons to have only rotation information added " -"when you add a new keyframe. This way, you can avoid adding unwanted scale " -"keyframes which would disrupt the existing scale animation." -msgstr "" - -msgid "Creating a rest pose" -msgstr "Lepoasennon luonti" - -msgid "" -"Think of a rest pose as a default pose that your cutout rig should be set to " -"when no other pose is active in your game. Create a rest pose as follows:" -msgstr "" - -msgid "" -"1. Make sure the rig parts are positioned in what looks like a \"resting\" " -"arrangement." -msgstr "" - -msgid "Create a new animation, rename it \"rest\"." -msgstr "Luo uusi animaatio ja anna sille nimeksi \"rest\"." - -msgid "Select all nodes in your rig (box selection should work fine)." -msgstr "" - -msgid "" -"4. Make sure the \"loc\", \"rot\", and \"scl\" toggle buttons are all active " -"in the toolbar." -msgstr "" - -msgid "" -"5. Press the key button. Keys will be inserted for all selected parts " -"storing their current arrangement. This pose can now be recalled when " -"necessary in your game by playing the \"rest\" animation you've created." -msgstr "" - -msgid "Modifying rotation only" -msgstr "" - -msgid "" -"When animating a cutout rig, often it's only the rotation of the nodes that " -"needs to change. Location and scale are rarely used." -msgstr "" - -msgid "" -"So when inserting keys, you might find it convenient to have only the " -"\"rot\" toggle active most of the time:" -msgstr "" - -msgid "" -"This will avoid the creation of unwanted animation tracks for position and " -"scale." -msgstr "" - -msgid "Keyframing IK chains" -msgstr "" - -msgid "" -"When editing IK chains, it's not necessary to select the whole chain to add " -"keyframes. Selecting the endpoint of the chain and inserting a keyframe will " -"automatically insert keyframes for all other parts of the chain too." -msgstr "" - -msgid "Visually move a sprite behind its parent" -msgstr "" - -msgid "" -"Sometimes it is necessary to have a node change its visual depth relative to " -"its parent node during an animation. Think of a character facing the camera, " -"who pulls something out from behind his back and holds it out in front of " -"him. During this animation the whole arm and the object in his hand would " -"need to change their visual depth relative to the body of the character." -msgstr "" - -msgid "" -"To help with this there's a keyframable \"Behind Parent\" property on all " -"Node2D-inheriting nodes. When planning your rig, think about the movements " -"it will need to perform and give some thought to how you'll use \"Behind " -"Parent\" and/or RemoteTransform2D nodes. They provide overlapping " -"functionality." -msgstr "" - -msgid "Setting easing curves for multiple keys" -msgstr "" - -msgid "To apply the same easing curve to multiple keyframes at once:" -msgstr "" - -msgid "Select the relevant keys." -msgstr "" - -msgid "" -"Click on the pencil icon in the bottom right of the animation panel. This " -"will open the transition editor." -msgstr "" - -msgid "In the transition editor, click on the desired curve to apply it." -msgstr "" - -msgid "2D Skeletal deform" -msgstr "" - -msgid "" -"Skeletal deform can be used to augment a cutout rig, allowing single pieces " -"to deform organically (e.g. antennae that wobble as an insect character " -"walks)." -msgstr "" - -msgid "" -"This process is described in a :ref:`separate tutorial `." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po deleted file mode 100644 index 9cf379d13f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/index.po +++ /dev/null @@ -1,34 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animaatio" - -msgid "" -"This section of the tutorial covers using the two animation nodes in Godot " -"and the animation editor." -msgstr "" - -msgid "" -"See :ref:`doc_importing_3d_scenes` for information on importing animations " -"from a 3D model." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po deleted file mode 100644 index dc0a349178..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/introduction.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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 the animation features" -msgstr "Tutustuminen CSG-solmuihin" - -msgid "" -"The :ref:`class_AnimationPlayer` node allows you to create anything from " -"simple to complex animations." -msgstr "" - -msgid "In this guide you learn to:" -msgstr "" - -msgid "Work with the Animation Panel" -msgstr "" - -msgid "Animate any property of any node" -msgstr "" - -msgid "Create a simple animation" -msgstr "" - -msgid "" -"In Godot, you can animate anything available in the Inspector, such as Node " -"transforms, sprites, UI elements, particles, visibility and color of " -"materials, and so on. You can also modify values of script variables and " -"even call functions." -msgstr "" - -msgid "Create an AnimationPlayer node" -msgstr "" - -msgid "" -"To use the animation tools we first have to create an :ref:" -"`class_AnimationPlayer` node." -msgstr "" - -msgid "" -"The AnimationPlayer node type is the data container for your animations. One " -"AnimationPlayer node can hold multiple animations, which can automatically " -"transition to one another." -msgstr "" - -msgid "The AnimationPlayer node" -msgstr "" - -msgid "" -"After you create an AnimationPlayer node, click on it to open the Animation " -"Panel at the bottom of the viewport." -msgstr "" - -msgid "The animation panel position" -msgstr "" - -msgid "The animation panel consists of four parts:" -msgstr "" - -msgid "The animation panel" -msgstr "" - -msgid "Animation controls (i.e. add, load, save, and delete animations)" -msgstr "" - -msgid "The tracks listing" -msgstr "" - -msgid "The timeline with keyframes" -msgstr "" - -msgid "" -"The timeline and track controls, where you can zoom the timeline and edit " -"tracks, for example." -msgstr "" - -msgid "Computer animation relies on keyframes" -msgstr "" - -msgid "A keyframe defines the value of a property at a point in time." -msgstr "" - -msgid "" -"Diamond shapes represent keyframes in the timeline. A line between two " -"keyframes indicates that the value doesn't change between them." -msgstr "" - -msgid "Keyframes in Godot" -msgstr "" - -msgid "" -"You set values of a node's properties and create animation keyframes for " -"them. When the animation runs, the engine will interpolate the values " -"between the keyframes, resulting in them gradually changing over time." -msgstr "" - -msgid "Two keyframes are all it takes to obtain a smooth motion" -msgstr "" - -msgid "" -"The timeline defines how long the animation will take. You can insert " -"keyframes at various points, and change their timing." -msgstr "" - -msgid "The timeline in the animation panel" -msgstr "" - -msgid "" -"Each line in the Animation Panel is an animation track that references a " -"Normal or Transform property of a node. Each track stores a path to a node " -"and its affected property. For example, the position track in the " -"illustration refers to the ``position`` property of the Sprite2D node." -msgstr "" - -msgid "Example of Normal animation tracks" -msgstr "" - -msgid "" -"If you animate the wrong property, you can edit a track's path at any time " -"by double-clicking on it and typing the new path. Play the animation using " -"the \"Play from beginning\" button |Play from beginning| (or pressing :kbd:" -"`Shift + D` on keyboard) to see the changes instantly." -msgstr "" - -msgid "Play from beginning" -msgstr "" - -msgid "Tutorial: Creating a simple animation" -msgstr "" - -msgid "Scene setup" -msgstr "Skenen järjestely" - -msgid "" -"For this tutorial, we'll create a Sprite node with an AnimationPlayer as its " -"child. We will animate the sprite to move between two points on the screen." -msgstr "" - -msgid "Our scene setup" -msgstr "" - -msgid "" -"AnimationPlayer inherits from Node instead of Node2D or Node3D, which means " -"that the child nodes will not inherit the transform from the parent nodes " -"due to a bare Node being present in the hierarchy." -msgstr "" - -msgid "" -"Therefore, it is not recommended to add nodes that have a 2D/3D transform as " -"a child of an AnimationPlayer node." -msgstr "" - -msgid "" -"The sprite holds an image texture. For this tutorial, select the Sprite2D " -"node, click Texture in the Inspector, and then click Load. Select the " -"default Godot icon for the sprite's texture." -msgstr "" - -#, fuzzy -msgid "Adding an animation" -msgstr "Funktion lisäys" - -msgid "" -"Select the AnimationPlayer node and click the \"Animation\" button in the " -"animation editor. From the list, select \"New\" (|Add Animation|) to add a " -"new animation. Enter a name for the animation in the dialog box." -msgstr "" - -#, fuzzy -msgid "Add Animation" -msgstr "Animaatio" - -msgid "Add a new animation" -msgstr "" - -#, fuzzy -msgid "Manage an animation libraries" -msgstr "Yleiset ominaisuudet" - -msgid "" -"For reusability, the animation is registered in a list in the animation " -"library resource. If you add an animation to AnimationPlayer without " -"specifying any particular settings, the animation will be registered in the " -"[Global] animation library that AnimationPlayer has by default." -msgstr "" - -#, fuzzy -msgid "Manage animations" -msgstr "kameran animaatio" - -msgid "" -"If there are multiple animation libraries and you try to add an animation, a " -"dialog box will appear with options." -msgstr "" - -msgid "Add a new animation with library option" -msgstr "" - -msgid "Adding a track" -msgstr "" - -msgid "" -"To add a new track for our sprite, select it and take a look at the toolbar:" -msgstr "" - -msgid "Convenience buttons" -msgstr "" - -msgid "" -"These switches and buttons allow you to add keyframes for the selected " -"node's location, rotation, and scale. Since we are only animating the " -"sprite's position, make sure that only the location switch is selected. The " -"selected switches are blue." -msgstr "" - -msgid "" -"Click on the key button to create the first keyframe. Since we don't have a " -"track set up for the Position property yet, Godot will offer to create it " -"for us. Click **Create**." -msgstr "" - -msgid "" -"Godot will create a new track and insert our first keyframe at the beginning " -"of the timeline:" -msgstr "" - -msgid "The sprite track" -msgstr "" - -msgid "The second keyframe" -msgstr "" - -msgid "" -"We need to set our sprite's end location and how long it will take for it to " -"get there." -msgstr "" - -msgid "" -"Let's say we want it to take two seconds to move between the points. By " -"default, the animation is set to last only one second, so change the " -"animation length to 2 in the controls on the right side of the animation " -"panel's timeline header." -msgstr "" - -msgid "Animation length" -msgstr "" - -msgid "" -"Now, move the sprite right, to its final position. You can use the *Move " -"tool* in the toolbar or set the *Position*'s X value in the *Inspector*." -msgstr "" - -msgid "" -"Click on the timeline header near the two-second mark in the animation panel " -"and then click the key button in the toolbar to create the second keyframe." -msgstr "" - -msgid "Run the animation" -msgstr "" - -msgid "Click on the \"Play from beginning\" (|Play from beginning|) button." -msgstr "" - -msgid "Yay! Our animation runs:" -msgstr "" - -msgid "The animation" -msgstr "" - -msgid "Back and forth" -msgstr "" - -msgid "" -"Godot has an interesting feature that we can use in animations. When " -"Animation Looping is set but there's no keyframe specified at the end of the " -"animation, the first keyframe is also the last." -msgstr "" - -msgid "" -"This means we can extend the animation length to four seconds now, and Godot " -"will also calculate the frames from the last keyframe to the first, moving " -"our sprite back and forth." -msgstr "" - -msgid "Animation loop" -msgstr "" - -msgid "" -"You can change this behavior by changing the track's loop mode. This is " -"covered in the next chapter." -msgstr "" - -msgid "Track settings" -msgstr "" - -msgid "" -"Each track has a settings panel at the end, where you can set its update " -"mode, track interpolation, and loop mode." -msgstr "" - -msgid "" -"The update mode of a track tells Godot when to update the property values. " -"This can be:" -msgstr "" - -msgid "**Continuous:** Update the property on each frame" -msgstr "" - -msgid "**Discrete:** Only update the property on keyframes" -msgstr "" - -msgid "" -"**Capture:** if the first keyframe's time is greater than ``0.0``, the " -"current value of the property will be remembered and will be blended with " -"the first animation key. For example, you could use the Capture mode to move " -"a node that's located anywhere to a specific location." -msgstr "" - -msgid "Track mode" -msgstr "" - -msgid "" -"You will usually use \"Continuous\" mode. The other types are used to script " -"complex animations." -msgstr "" - -msgid "" -"Track interpolation tells Godot how to calculate the frame values between " -"keyframes. These interpolation modes are supported:" -msgstr "" - -msgid "Nearest: Set the nearest keyframe value" -msgstr "" - -msgid "" -"Linear: Set the value based on a linear function calculation between the two " -"keyframes" -msgstr "" - -msgid "" -"Cubic: Set the value based on a cubic function calculation between the two " -"keyframes" -msgstr "" - -msgid "" -"Linear Angle (Only appears in rotation property): Linear mode with shortest " -"path rotation" -msgstr "" - -msgid "" -"Cubic Angle (Only appears in rotation property): Cubic mode with shortest " -"path rotation" -msgstr "" - -msgid "Track interpolation" -msgstr "" - -msgid "" -"With Cubic interpolation, animation is slower at keyframes and faster " -"between them, which leads to more natural movement. Cubic interpolation is " -"commonly used for character animation. Linear interpolation animates changes " -"at a fixed pace, resulting in a more robotic effect." -msgstr "" - -msgid "" -"Godot supports two loop modes, which affect the animation when it's set to " -"loop:" -msgstr "" - -msgid "Loop modes" -msgstr "" - -msgid "" -"Clamp loop interpolation: When this is selected, the animation stops after " -"the last keyframe for this track. When the first keyframe is reached again, " -"the animation will reset to its values." -msgstr "" - -msgid "" -"Wrap loop interpolation: When this is selected, Godot calculates the " -"animation after the last keyframe to reach the values of the first keyframe " -"again." -msgstr "" - -msgid "Keyframes for other properties" -msgstr "" - -msgid "" -"Godot's animation system isn't restricted to position, rotation, and scale. " -"You can animate any property." -msgstr "" - -msgid "" -"If you select your sprite while the animation panel is visible, Godot will " -"display a small keyframe button in the *Inspector* for each of the sprite's " -"properties. Click on one of these buttons to add a track and keyframe to the " -"current animation." -msgstr "" - -msgid "Edit keyframes" -msgstr "" - -msgid "" -"You can click on a keyframe in the animation timeline to display and edit " -"its value in the *Inspector*." -msgstr "" - -msgid "Keyframe editor editing a key" -msgstr "" - -msgid "" -"You can also edit the easing value for a keyframe here by clicking and " -"dragging its easing curve. This tells Godot how to interpolate the animated " -"property when it reaches this keyframe." -msgstr "" - -msgid "" -"You can tweak your animations this way until the movement \"looks right.\"" -msgstr "" - -#, fuzzy -msgid "Using RESET tracks" -msgstr "Välilyöntien käyttö" - -msgid "" -"You can set up a special *RESET* animation to contain the \"default pose\". " -"This is used to ensure that the default pose is restored when you save the " -"scene and open it again in the editor." -msgstr "" - -msgid "" -"For existing tracks, you can add an animation called \"RESET\" (case-" -"sensitive), then add tracks for each property that you want to reset. The " -"only keyframe should be at time 0, and give it the desired default value for " -"each track." -msgstr "" - -msgid "" -"If AnimationPlayer's **Reset On Save** property is set to ``true``, the " -"scene will be saved with the effects of the reset animation applied (as if " -"it had been seeked to time ``0.0``). This only affects the saved file – the " -"property tracks in the editor stay where they were." -msgstr "" - -msgid "" -"If you want to reset the tracks in the editor, select the AnimationPlayer " -"node, open the **Animation** bottom panel then choose **Apply Reset** in the " -"animation editor's **Edit** dropdown menu." -msgstr "" - -msgid "" -"When adding tracks on new animations, the editor will ask you to " -"automatically create a RESET track when using the keyframe icon next to a " -"property in the inspector. This does not apply on tracks created with Godot " -"versions prior to 3.4, as the animation reset track feature was added in 3.4." -msgstr "" - -msgid "" -"RESET tracks is also used as a reference value for blending. See also `For " -"better blending <../animation/animation_tree.html#for-better-blending>`__." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/fi/LC_MESSAGES/tutorials/animation/playing_videos.po deleted file mode 100644 index a31cd9021e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/animation/playing_videos.po +++ /dev/null @@ -1,350 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Playing videos" -msgstr "" - -msgid "" -"Godot supports video playback with the :ref:`class_VideoStreamPlayer` node." -msgstr "" - -#, fuzzy -msgid "Supported playback formats" -msgstr "Tukee kaikkia alustoja." - -msgid "" -"The only supported format in core is **Ogg Theora** (not to be confused with " -"Ogg Vorbis audio). It's possible for extensions to bring support for " -"additional formats, but no such extensions exist yet as of July 2022." -msgstr "" - -msgid "" -"H.264 and H.265 cannot be supported in core Godot, as they are both " -"encumbered by software patents. AV1 is royalty-free, but it remains slow to " -"decode on the CPU and hardware decoding support isn't readily available on " -"all GPUs in use yet." -msgstr "" - -msgid "" -"WebM was supported in core in Godot 3.x, but support for it was removed in " -"4.0 as it was too buggy and difficult to maintain." -msgstr "" - -msgid "" -"You may find videos with an ``.ogg`` or ``.ogx`` extensions, which are " -"generic extensions for data within an Ogg container." -msgstr "" - -msgid "" -"Renaming these file extensions to ``.ogv`` *may* allow the videos to be " -"imported in Godot. However, not all files with ``.ogg`` or ``.ogx`` " -"extensions are videos - some of them may only contain audio." -msgstr "" - -#, fuzzy -msgid "Setting up VideoStreamPlayer" -msgstr "Godotin asennus" - -msgid "Create a VideoStreamPlayer node using the Create New Node dialog." -msgstr "" - -msgid "" -"Select the VideoStreamPlayer node in the scene tree dock, go to the " -"inspector and load an ``.ogv`` file in the Stream property." -msgstr "" - -msgid "" -"If you don't have your video in Ogg Theora format yet, jump to :ref:" -"`doc_playing_videos_recommended_theora_encoding_settings`." -msgstr "" - -msgid "" -"If you want the video to play as soon as the scene is loaded, check " -"**Autoplay** in the inspector. If not, leave **Autoplay** disabled and call " -"``play()`` on the VideoStreamPlayer node in a script to start playback when " -"desired." -msgstr "" - -#, fuzzy -msgid "Handling resizing and different aspect ratios" -msgstr "Kuvasuhteiden käsittely" - -msgid "" -"By default in Godot 4.0, the VideoStreamPlayer will automatically be resized " -"to match the video's resolution. You can make it follow usual :ref:" -"`class_Control` sizing by enabling **Expand** on the VideoStreamPlayer node." -msgstr "" - -msgid "" -"To adjust how the VideoStreamPlayer node resizes depending on window size, " -"adjust the anchors using the **Layout** menu at the top of the 2D editor " -"viewport. However, this setup may not be powerful enough to handle all use " -"cases, such as playing fullscreen videos without distorting the video (but " -"with empty space on the edges instead). For more control, you can use an :" -"ref:`class_AspectRatioContainer` node, which is designed to handle this kind " -"of use case:" -msgstr "" - -msgid "" -"Add an AspectRatioContainer node. Make sure it is not a child of any other " -"container node. Select the AspectRatioContainer node, then set its " -"**Layout** at the top of the 2D editor to **Full Rect**. Set **Ratio** in " -"the AspectRatioContainer node to match your video's aspect ratio. You can " -"use math formulas in the inspector to help yourself. Remember to make one of " -"the operands a float. Otherwise, the division's result will always be an " -"integer." -msgstr "" - -msgid "" -"AspectRatioContainer's Ratio property being modified in the editor inspector" -msgstr "" - -msgid "This will evaluate to (approximately) 1.777778" -msgstr "" - -msgid "" -"Once you've configured the AspectRatioContainer, reparent your " -"VideoStreamPlayer node to be a child of the AspectRatioContainer node. Make " -"sure **Expand** is enabled on the VideoStreamPlayer. Your video should now " -"scale automatically to fit the whole screen while avoiding distortion." -msgstr "" - -msgid "" -"See :ref:`doc_multiple_resolutions` for more tips on supporting multiple " -"aspect ratios in your project." -msgstr "" - -msgid "Displaying a video on a 3D surface" -msgstr "" - -msgid "" -"Using a VideoStreamPlayer node as a child of a :ref:`class_SubViewport` " -"node, it's possible to display any 2D node on a 3D surface. For example, " -"this can be used to display animated billboards when frame-by-frame " -"animation would require too much memory." -msgstr "" - -#, fuzzy -msgid "This can be done with the following steps:" -msgstr "Se tuottaa seuraavanlaisen liikkeen:" - -msgid "" -"Create a :ref:`class_SubViewport` node. Set its size to match your video's " -"size in pixels." -msgstr "" - -msgid "" -"Create a VideoStreamPlayer node *as a child of the SubViewport node* and " -"specify a video path in it. Make sure **Expand** is disabled, and enable " -"**Autoplay** if needed." -msgstr "" - -msgid "" -"Create a MeshInstance3D node with a PlaneMesh or QuadMesh resource in its " -"Mesh property. Resize the mesh to match the video's aspect ratio (otherwise, " -"it will appear distorted)." -msgstr "" - -msgid "" -"Create a new StandardMaterial3D resource in the **Material Override** " -"property in the GeometryInstance3D section." -msgstr "" - -msgid "" -"Enable **Local To Scene** in the StandardMaterial3D's Resource section (at " -"the bottom). This is *required* before you can use a ViewportTexture in its " -"Albedo Texture property." -msgstr "" - -msgid "" -"In the StandardMaterial3D, set the **Albedo > Texture** property to **New " -"ViewportTexture**. Edit the new resource by clicking it, then specify the " -"path to the SubViewport node in the **Viewport Path** property." -msgstr "" - -msgid "" -"Enable **Albedo Texture Force sRGB** in the StandardMaterial3D to prevent " -"colors from being washed out." -msgstr "" - -msgid "" -"If the billboard is supposed to emit its own light, set **Shading Mode** to " -"**Unshaded** to improve rendering performance." -msgstr "" - -#, fuzzy -msgid "" -"See :ref:`doc_viewports` and the `GUI in 3D demo `__ for more " -"information on setting this up." -msgstr "" -"Tämän dokumentaation lisäksi voit myös katsoa erilaisia Godot demoprojekteja " -"`_." - -msgid "Video decoding conditions and recommended resolutions" -msgstr "" - -msgid "" -"Video decoding is performed on the CPU, as GPUs don't have hardware " -"acceleration for decoding Theora videos. Modern desktop CPUs can decode Ogg " -"Theora videos at 1440p @ 60 FPS or more, but low-end mobile CPUs will likely " -"struggle with high-resolution videos." -msgstr "" - -msgid "To ensure your videos decode smoothly on varied hardware:" -msgstr "" - -msgid "" -"When developing games for desktop platforms, it's recommended to encode in " -"1080p at most (preferably at 30 FPS). Most people are still using 1080p or " -"lower resolution displays, so encoding higher-resolution videos may not be " -"worth the increased file size and CPU requirements." -msgstr "" - -msgid "" -"When developing games for mobile or web platforms, it's recommended to " -"encode in 720p at most (preferably at 30 FPS or even lower). The visual " -"difference between 720p and 1080p videos on a mobile device is usually not " -"that noticeable." -msgstr "" - -#, fuzzy -msgid "Playback limitations" -msgstr "kameran animaatio" - -#, fuzzy -msgid "" -"There are several limitations with the current implementation of video " -"playback in Godot:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "Seeking a video to a certain point is not supported." -msgstr "" - -msgid "" -"Changing playback speed is not supported. VideoStreamPlayer also won't " -"follow :ref:`Engine.time_scale`." -msgstr "" - -msgid "" -"Looping is not supported, but you can connect a VideoStreamPlayer's :ref:" -"`finished ` signal to a function " -"that plays the video again." -msgstr "" - -msgid "Streaming a video from a URL is not supported." -msgstr "" - -msgid "Recommended Theora encoding settings" -msgstr "" - -msgid "" -"A word of advice is to **avoid relying on built-in Ogg Theora exporters** " -"(most of the time). There are 2 reasons you may want to favor using an " -"external program to encode your video:" -msgstr "" - -msgid "" -"Some programs such as Blender can render to Ogg Theora. However, the default " -"quality presets are usually very low by today's standards. You may be able " -"to increase the quality options in the software you're using, but you may " -"find the output quality to remain less than ideal (given the increased file " -"size). This usually means that the software only supports encoding to " -"constant bit rate (CBR), instead of variable bit rate (VBR). VBR encoding " -"should be preferred in most scenarios as it provides a better quality to " -"file size ratio." -msgstr "" - -msgid "Some other programs can't render to Ogg Theora at all." -msgstr "" - -msgid "" -"In this case, you can **render the video to an intermediate high-quality " -"format** (such as a high-bitrate H.264 video) then re-encode it to Ogg " -"Theora. Ideally, you should use a lossless or uncompressed format as an " -"intermediate format to maximize the quality of the output Ogg Theora video, " -"but this can require a lot of disk space." -msgstr "" - -msgid "" -"`HandBrake `__ (GUI) and `FFmpeg `__ (CLI) are popular open source tools for this purpose. FFmpeg has a " -"steeper learning curve, but it's more powerful." -msgstr "" - -msgid "" -"Here are example FFmpeg commands to convert a MP4 video to Ogg Theora. Since " -"FFmpeg supports a lot of input formats, you should be able to use the " -"commands below with almost any input video format (AVI, MOV, WebM, …)." -msgstr "" - -msgid "" -"Make sure your copy of FFmpeg is compiled with libtheora and libvorbis " -"support. You can check this by running ``ffmpeg`` without any arguments, " -"then looking at the ``configuration:`` line in the command output." -msgstr "" - -msgid "Balancing quality and file size" -msgstr "" - -msgid "" -"The **video quality** level (``-q:v``) must be between ``1`` and ``10``. " -"Quality ``6`` is a good compromise between quality and file size. If " -"encoding at a high resolution (such as 1440p or 4K), you will probably want " -"to decrease ``-q:v`` to ``5`` to keep file sizes reasonable. Since pixel " -"density is higher on a 1440p or 4K video, lower quality presets at higher " -"resolutions will look as good or better compared to low-resolution videos." -msgstr "" - -msgid "" -"The **audio quality** level (``-q:a``) must be between ``-1`` and ``10``. " -"Quality ``6`` provides a good compromise between quality and file size. In " -"contrast to video quality, increasing audio quality doesn't increase the " -"output file size nearly as much. Therefore, if you want the cleanest audio " -"possible, you can increase this to ``9`` to get *perceptually lossless* " -"audio. This is especially valuable if your input file already uses lossy " -"audio compression. Higher quality audio does increase the CPU usage of the " -"decoder, so it might lead to audio dropouts in case of high system load. See " -"`this page `__ for a table " -"listing Ogg Vorbis audio quality presets and their respective variable " -"bitrates." -msgstr "" - -msgid "FFmpeg: Convert while preserving original video resolution" -msgstr "" - -msgid "" -"The following command converts the video while keeping its original " -"resolution. The video and audio's bitrate will be variable to maximize " -"quality while saving space in parts of the video/audio that don't require a " -"high bitrate (such as static scenes)." -msgstr "" - -msgid "FFmpeg: Resize the video then convert it" -msgstr "" - -msgid "" -"The following command resizes a video to be 720 pixels tall (720p), while " -"preserving its existing aspect ratio. This helps decrease the file size " -"significantly if the source is recorded at a higher resolution than 720p:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po deleted file mode 100644 index 1096646e97..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ /dev/null @@ -1,136 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Animation" -msgstr "Animaatio" - -msgid "Animation supported:" -msgstr "Tuetut animaatiot:" - -msgid "transform animation of all types of objects" -msgstr "" - -msgid "transform animation of pose bones" -msgstr "" - -msgid "shape key animation" -msgstr "muodon ruutuanimaatio" - -msgid "light animation" -msgstr "valon animaatio" - -msgid "camera animation" -msgstr "kameran animaatio" - -msgid "Multiple Actions For Single Object" -msgstr "" - -msgid "" -"In most games, one object would have several animations to switch between. " -"This add-on has support for exporting multiple actions all at once into a " -"single AnimationPlayer and makes it easy to switch actions." -msgstr "" - -msgid "" -"This workflow makes use of blender nla_tracks. Here is a brief guide on how " -"to use this feature:" -msgstr "" - -msgid "**1. Stash active action**" -msgstr "" - -msgid "" -"New created action is always an active action bound to object. There are " -"several ways to place an active action into NLA track, one is of course " -"doing it in ``NLA Editor``" -msgstr "" - -msgid "Or it can be done stashing the action in ``Dope Sheet``" -msgstr "" - -msgid "**2. Check mute status of NLA tracks**" -msgstr "" - -msgid "" -"An NLA track can be ``mute`` or ``unmute``, the exporter will export all the " -"``mute`` NLA track as a separate action, while blends all the ``unmute`` NLA " -"tracks into every action (including the action) being exported." -msgstr "" - -msgid "**3. Export the scene**" -msgstr "" - -msgid "Make sure the ``Export Stashed Actions`` option has been turned on." -msgstr "" - -msgid "" -"Then all the stashed actions, as well as the active action, are exported to " -"an AnimationPlayer." -msgstr "" - -msgid "Constraints" -msgstr "Rajoitteet" - -msgid "" -"Sometimes complicated animation is built with object constraint; a usual " -"example is inverse kinematics. The add-on would automatically check if an " -"object has some constraint; if it does, all the constraints are baked into " -"actions and then exported along with the object." -msgstr "" - -msgid "Animation Mode" -msgstr "Animaatiotila" - -msgid "" -"Godot and Blender have different structure to store animation data. In Godot " -"animation data is stored in an AnimationPlayer node, instead of in each " -"animated node. In order to fix this inconsistence and still make the " -"animation play versatile, this add-on has three animation exporting modes." -msgstr "" - -msgid "**Mode 'Animation as Actions'**" -msgstr "" - -msgid "" -"Treat all the animations as object actions, so in the exported scene, every " -"object would have its own AnimationPlayer and hold its actions." -msgstr "" - -msgid "**Mode 'Scene Animation'**" -msgstr "" - -msgid "" -"If you want your animation to generate the same result as playing at " -"Blender's timeline, this is what you want. In this mode, all the animations " -"in the scene are placed in just one AnimationPlayer in the scene root." -msgstr "" - -msgid "**Mode 'Animation as Action with Squash'**" -msgstr "" - -msgid "" -"This mode has very similar behavior of mode 'Animation as Action', but it " -"can generate fewer AnimationPlayers; objects in parent-children relationship " -"would share their AnimationPlayer. It is useful when you have several rigs, " -"and each Skeleton and Mesh has actions; then one rig would have just one " -"AnimationPlayer." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po deleted file mode 100644 index 9d8fae2980..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ /dev/null @@ -1,66 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Blender ESCN exporter" -msgstr "" - -msgid "" -"This chapter relates to the Blender plugin called \"Godot Blender " -"Exporter\", which can be downloaded here: https://github.com/godotengine/" -"godot-blender-exporter" -msgstr "" - -msgid "" -"This plugin can be used to export Blender scenes in a Godot-specific scene " -"format called ESCN, which is similar to TSCN (text format) but will be " -"imported as binary SCN for performance." -msgstr "" - -msgid "Details on exporting" -msgstr "" - -msgid "Disabling specific objects" -msgstr "" - -msgid "" -"Sometimes you don't want some objects exported (e.g. high-res models used " -"for baking). An object will not be exported if it is not rendered in the " -"scene. This can be set in the outliner:" -msgstr "" - -msgid "" -"Objects hidden in the viewport will be exported, but will be hidden in the " -"Godot scene." -msgstr "" - -msgid "Build pipeline integration" -msgstr "" - -msgid "" -"If you have hundreds of model files, you don't want your artists to waste " -"time manually exporting their blend files. To combat this, the exporter " -"provides a Python function ``io_scene_godot.export(out_file_path)`` that can " -"be called to export a file. This allows easy integration with other build " -"systems. An example Makefile and Python script that exports all the blends " -"in a directory are present in the `godot-blender-exporter repository " -"`__." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po deleted file mode 100644 index 81bcd92b6c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ /dev/null @@ -1,63 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Lights" -msgstr "" - -msgid "" -"By default, lamps in Blender have shadows enabled. This can cause " -"performance issues in Godot." -msgstr "" - -msgid "" -"Lamps are exported using their \"Blender Render\" settings. When Blender 2.8 " -"is released, this will be removed and this part of the exporter will change." -msgstr "" - -msgid "" -"Sun, point and spot lamps are all exported from Blender along with many of " -"their properties:" -msgstr "" - -msgid "There are some things to note:" -msgstr "Joitakin asioita on otettava huomioon:" - -msgid "" -"In Blender, a light casts light all the way to infinity. In Godot, it is " -"clamped by the attenuation distance. To most closely match between the " -"viewport and Godot, enable the \"Sphere\" checkbox. (Highlighted green)" -msgstr "" - -msgid "" -"Light attenuation models differ between Godot and Blender. The exporter " -"attempts to make them match, but it isn't always very good." -msgstr "" - -msgid "" -"Spotlight angular attenuation models also differ between Godot and Blender. " -"The exporter attempts to make them similar, but it doesn't always look the " -"same." -msgstr "" - -msgid "" -"There is no difference between buffer shadow and ray shadow in the export." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po deleted file mode 100644 index c29f0b0d15..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ /dev/null @@ -1,119 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Materials" -msgstr "" - -msgid "Using existing Godot materials" -msgstr "" - -msgid "" -"One way in which the exporter can handle materials is to attempt to match " -"the Blender material with an existing Godot material. This has the advantage " -"of being able to use all of the features of Godot's material system, but it " -"means that you cannot see your model with the material applied inside " -"Blender." -msgstr "" - -msgid "" -"To do this, the exporter attempts to find Godot materials with names that " -"match those of the material name in Blender. So if you export an object in " -"Blender with the material name ``PurpleDots`` then the exporter will search " -"for the file ``PurpleDots.tres`` and assign it to the object. If this file " -"is not a ``StandardMaterial3D`` or ``ShaderMaterial`` or if it cannot be " -"found, then the exporter will fall back to exporting the material from " -"Blender." -msgstr "" - -msgid "" -"Where the exporter searches for the ``.tres`` file is determined by the " -"\"Material Search Paths\" option:" -msgstr "" - -msgid "This can take the value of:" -msgstr "" - -msgid "" -"Project Directory - Attempts to find the ``project.Godot`` and recursively " -"searches through subdirectories. If ``project.Godot`` cannot be found it " -"will throw an error. This is useful for most projects where naming conflicts " -"are unlikely." -msgstr "" - -msgid "" -"Export Directory - Look for materials in subdirectories of the export " -"location. This is useful for projects where you may have duplicate material " -"names and need more control over what material gets assigned." -msgstr "" - -msgid "None - Do not search for materials. Export them from the Blender file." -msgstr "" - -msgid "Export of Cycles/EEVEE materials" -msgstr "" - -msgid "" -"The exporter has a primitive support for converting Cycles/EEVEE material " -"node tree to Godot Shader Material. Note that some of the Shader Node are " -"not supported yet due to difficulties in implementation, which are:" -msgstr "" - -msgid "all the ``noisy textures``" -msgstr "" - -msgid "``generated texture coordinates``" -msgstr "" - -msgid "``group node``" -msgstr "" - -msgid "" -"shader nodes except ``PrincipledBSDF``, ``Diffuse``, ``Glossy``, ``Glass``, " -"``add shader`` and ``mix shader``" -msgstr "" - -msgid "" -"If possible, try to use PrincipledBSDF node with GGX distribution as the " -"output shader node, it is the only one guaranteed to be exactly correct. " -"Others are just based on approximation." -msgstr "" - -msgid "" -"Sometimes materials may not be valid for exporting (e.g. has some " -"unsupported node) or it is using Blender Internal Engine, only the diffuse " -"color and a few flags (e.g. unshaded) are exported and form a " -"StandardMaterial3D." -msgstr "" - -msgid "Generate external materials" -msgstr "" - -msgid "" -"The default configuration of material exporting would keep all the materials " -"internal to the ``escn`` file. There is an option which could enable " -"generating external ``.material`` file when the ``escn`` file opens in Godot." -msgstr "" - -msgid "" -"``.material`` file can be assigned to any material slot to be a external " -"resource." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po deleted file mode 100644 index ecccfe5cec..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ /dev/null @@ -1,50 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Mesh" -msgstr "Mesh" - -msgid "Modifiers" -msgstr "" - -msgid "" -"There is an exporting option :code:`Apply Modifiers` to control whether mesh " -"modifiers are applied to the exported mesh." -msgstr "" - -msgid "Shape Key" -msgstr "" - -msgid "" -"Exporting mesh shape key is supported, however exporting each shape key is " -"almost like exporting the mesh again, so don't be surprised it takes a " -"relatively long time." -msgstr "" - -msgid "" -"A lot of modifiers are not compatible with shape keys (e.g. subsurface " -"modifier), so if you found you have incorrect shape keys exported, try to " -"disable :code:`Apply Modifiers` and do the exporting again. Besides, it is " -"worthwhile to report the incompatible modifier to the `issue list `__, which helps to " -"develop the exporter to have a more precise check of modifiers." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po deleted file mode 100644 index 7d76b4d153..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ /dev/null @@ -1,91 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Physics properties" -msgstr "Fysiikkaominaisuudet" - -msgid "" -"Exporting physics properties is done by enabling \"Rigid Body\" in Blender's " -"physics tab:" -msgstr "" - -msgid "" -"By default, a single Blender object with rigid body enabled will export as " -"three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D." -msgstr "" - -msgid "Body type" -msgstr "Kappaleen tyyppi" - -msgid "" -"Blender only has the concept of \"Active\" and \"Passive\" rigid bodies. " -"These turn into Static and RigidBody nodes. To create a kinematic body, " -"enable the \"animated\" checkbox on an \"Active\" body:" -msgstr "" - -msgid "Collision shapes" -msgstr "Törmäysmuodot" - -msgid "" -"Many of the parameters for collision shapes are missing from Blender, and " -"many of the collision shapes are also not present. However, almost all of " -"the options in Blender's rigid body collision and rigid body dynamics " -"interfaces are supported:" -msgstr "" - -msgid "There are the following caveats:" -msgstr "" - -msgid "" -"Not all of the collision shapes are supported. Only ``Mesh``, ``Convex " -"Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender " -"and Godot" -msgstr "" - -msgid "" -"In Godot, you can have different collision groups and collision masks. In " -"Blender you only have collision groups. As a result, the exported object's " -"collision mask is equal to its collision group. Most of the time, this is " -"what you want." -msgstr "" - -msgid "" -"To build compound physics shapes, parent together multiple objects with " -"rigid body enabled. The physics properties are taken from the parent-most " -"rigid body, and the rest are used as collision shapes." -msgstr "" - -msgid "Collision geometry only" -msgstr "" - -msgid "" -"Frequently you want different geometry for your collision meshes and your " -"graphical meshes, but by default, the exporter will export a mesh along with " -"the collision shape. To only export the collision shape, set the object's " -"maximum draw type to Wire:" -msgstr "" - -msgid "" -"This will also influence how the object is shown in Blender's viewport. Most " -"of the time, you want your collision geometry to be shown see-through when " -"working on the models, so this works out fairly nicely." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po deleted file mode 100644 index 77f32e933c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ /dev/null @@ -1,72 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Skeleton" -msgstr "Luuranko" - -msgid "Rest Bone" -msgstr "" - -msgid "" -"Armature object in Blender is exported as a Skeleton node along with rest " -"position (transform in Godot) of bones." -msgstr "" - -msgid "" -"The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`, :code:" -"`Local Location` (colored in red) must be ticked when building armature in " -"Blender, so that the exported bone transform be consistent between Blender " -"and Godot" -msgstr "" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting in " -"Blender. Make sure that the skeleton is reset to its T-pose or default rest " -"pose." -msgstr "" - -msgid "Bone Weights" -msgstr "Luiden painot" - -msgid "" -"Blender put rigged mesh vertices which has no bone weights at its original " -"position, but these vertices would be placed at (0, 0, 0) in Godot, making " -"the mesh deformed. Therefore, the exporter would raise an error for any " -"vertex with no bone weights detected in a rigged mesh." -msgstr "" - -msgid "Non-Deform Bone" -msgstr "" - -msgid "" -"Note that the non-deform bone can be configured as not exported by enabling " -"the :code:`Exclude Control Bones`; the deform bone checkbox is shown in the " -"picture." -msgstr "" - -msgid "Bone Attachment" -msgstr "Luiden liittäminen" - -msgid "" -"A bone can be the parent of an object in Blender; this relation is exported " -"as a BoneAttachment node in the Godot scene." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po deleted file mode 100644 index ddb89a5cad..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ /dev/null @@ -1,63 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Exporting 3D scenes" -msgstr "3D-skenejen tuonti" - -msgid "Overview" -msgstr "Yleiskatsaus" - -msgid "" -"In Godot it is possible to export 3D scenes as a glTF 2.0 file. You can " -"export as a glTF binary (``.glb`` file) or glTF embedded with textures " -"(``gltf`` + ``.bin`` + textures). This allows you to create scenes in Godot, " -"such as a CSG mesh blockout for a level, export it to clean it up in a " -"program such as Blender, and then bring it back into Godot." -msgstr "" - -msgid "Only Blender 2.83 and newer can import glTF files exported by Godot." -msgstr "" - -msgid "" -"To export a scene in the editor go to **Scene > Export As... > glTF 2.0 " -"Scene...**" -msgstr "" - -msgid "Limitations" -msgstr "" - -#, fuzzy -msgid "There are several limitations with glTF export." -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"No support for exporting particles since their implementation varies across " -"engines." -msgstr "" - -msgid "ShaderMaterials cannot be exported." -msgstr "" - -#, fuzzy -msgid "No support for exporting 2D scenes." -msgstr "Tuontiasetukset" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/import_process.po deleted file mode 100644 index ade7a98ffa..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Import process" -msgstr "" - -#, fuzzy -msgid "Importing assets in Godot" -msgstr "Uuden projektin luominen" - -msgid "" -"To import assets in Godot, place your assets (image files, scenes, audio " -"files, fonts, etc) directly in the project folder. There are 2 ways to " -"achieve this:" -msgstr "" - -msgid "" -"**For any file type:** Copy files manually with your operating system's file " -"manager." -msgstr "" - -msgid "" -"**For file types that can be imported by Godot:** Drag-and-drop files from " -"the operating system's file manager to the editor's FileSystem dock. This " -"only works with *resource* file types (i.e. file types that Godot can " -"import)." -msgstr "" - -msgid "" -"Godot will automatically import these files internally and keep the imported " -"resources hidden in a ``res://.godot/imported/`` folder." -msgstr "" - -msgid "" -"This means that when trying to access imported assets through code, you need " -"to use the :ref:`Resource Loader` as it will " -"automatically take into account where the internal files are saved. If you " -"try and access an imported asset using the :ref:`FileAccess " -"` class, it will work in the editor, but **it will break " -"in the exported project**." -msgstr "" - -msgid "" -"However, the :ref:`Resource Loader` cannot access non-" -"imported files. Only the :ref:`FileAccess ` class can." -msgstr "" - -msgid "Changing import parameters" -msgstr "" - -msgid "" -"Import parameters are only present in *non-native* Godot resource types. " -"This means Godot's own scene and resource file formats (``.tscn``, ``.scn``, " -"``.tres``, ``.res``) don't have import options you can select in the Import " -"dock." -msgstr "" - -msgid "" -"To change the import parameters of an asset in Godot, select the relevant " -"resource in the FileSystem dock:" -msgstr "" - -msgid "" -"After adjusting the parameters, click **Reimport**. Be careful: if you " -"select another file in the FileSystem dock before clicking **Reimport**, " -"changes will be discarded. After clicking **Reimport**, the chosen " -"parameters will only be used for this asset and on future reimports." -msgstr "" - -msgid "" -"Changing the import parameters of several assets at the same time is also " -"possible. Simply select all of them together in the resources dock and the " -"exposed parameters will apply to all of them when reimporting." -msgstr "" - -#, fuzzy -msgid "Reimporting multiple assets" -msgstr "Kuvien tuonti" - -msgid "" -"While working on a project you may find that several assets need to have the " -"same parameters changed, such as enabling mipmaps, but you only want those " -"specific parameters changed. To do this, select every asset you want to " -"reimport in the file system. In the import tab there will now be a checkbox " -"to the left of every import parameter." -msgstr "" - -msgid "" -"Select the checkbox of the parameters you want to change on your imported " -"assets, then change the parameters normally. Finally, click the reimport " -"button and every selected asset will be reimported with only those " -"parameters changed." -msgstr "" - -msgid "Automatic reimport" -msgstr "" - -msgid "" -"When the MD5 checksum of the source asset changes, Godot will perform an " -"automatic reimport of it, applying the preset configured for that specific " -"asset." -msgstr "" - -msgid "Files generated" -msgstr "" - -msgid "" -"Importing will add an extra ``.import`` file next to the source file, " -"containing the import configuration." -msgstr "" - -msgid "" -"**Make sure to commit these files to your version control system**, as these " -"files contain important metadata." -msgstr "" - -msgid "" -"Additionally, extra assets will be present in the hidden ``res://.godot/" -"imported/`` folder:" -msgstr "" - -msgid "" -"If any of the files present in this folder is erased (or the whole folder), " -"the asset or assets will be reimported automatically. As such, committing " -"the ``.godot/`` folder to the version control system is not recommended. " -"While committing this folder can shorten reimporting time when checking out " -"on another computer, it requires considerably more space and bandwidth." -msgstr "" - -msgid "" -"The default version control metadata that can be generated on project " -"creation will automatically ignore the ``.godot/`` folder." -msgstr "" - -msgid "Changing import resource type" -msgstr "" - -msgid "" -"Some source assets can be imported as different types of resources. For " -"this, select the relevant type of resource desired then click **Reimport**:" -msgstr "" - -msgid "Changing default import parameters" -msgstr "" - -msgid "" -"Different types of projects might require different defaults. Changing the " -"import options to a predefined set of options can be achieved by using the " -"**Preset...** Menu. Besides some resource types offering presets, the " -"default settings can be saved and cleared too:" -msgstr "" - -msgid "" -"The default import parameters for a given resource type can be changed " -"project-wide using the **Import Defaults** tab of the Project Settings " -"dialog:" -msgstr "" - -#, fuzzy -msgid "Further reading" -msgstr "Monisäikeisyys" - -msgid "" -"This workflow takes a little time to get used to, but it enforces a more " -"correct way to deal with resources." -msgstr "" - -msgid "" -"There are many types of assets available for import. Continue reading to " -"understand how to work with all of them:" -msgstr "" - -#, fuzzy -msgid ":ref:`doc_importing_images`" -msgstr ":ref:`doc_webrtc`" - -#, fuzzy -msgid ":ref:`doc_importing_audio_samples`" -msgstr ":ref:`doc_webrtc`" - -#, fuzzy -msgid ":ref:`doc_importing_3d_scenes`" -msgstr ":ref:`doc_webrtc`" - -#, fuzzy -msgid ":ref:`doc_importing_translations`" -msgstr ":ref:`doc_webrtc`" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po deleted file mode 100644 index f521a4a15e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ /dev/null @@ -1,447 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing audio samples" -msgstr "" - -#, fuzzy -msgid "Supported audio formats" -msgstr "Tuettu animaatio" - -msgid "" -"Godot provides 3 options to import your audio data: WAV, Ogg Vorbis and MP3." -msgstr "" - -msgid "Each format has different advantages:" -msgstr "" - -msgid "" -"WAV files use raw data or light compression (IMA-ADPCM). They are " -"lightweight on the CPU to play back (hundreds of simultaneous voices in this " -"format are fine). The downside is that they take up a lot of disk space." -msgstr "" - -msgid "" -"Ogg Vorbis files use a stronger compression that results in much smaller " -"file size, but require significantly more processing power to play back." -msgstr "" - -msgid "" -"MP3 files use better compression than WAV with IMA-ADPCM, but worse than Ogg " -"Vorbis. This means that a MP3 file with roughly equal quality to Ogg Vorbis " -"will be significantly larger. On the bright side, MP3 requires less CPU " -"usage to play back compared to Ogg Vorbis." -msgstr "" - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" - -msgid "" -"Here is a comparative chart representing the file size of 1 second of audio " -"with each format:" -msgstr "" - -msgid "Format" -msgstr "Muoto" - -msgid "1 second of audio" -msgstr "" - -msgid "WAV 24-bit, 96 kHz, stereo" -msgstr "" - -msgid "576 KB" -msgstr "" - -msgid "WAV 16-bit, 44 kHz, mono" -msgstr "" - -msgid "88 KB" -msgstr "" - -msgid "WAV 16-bit, IMA-ADPCM, mono" -msgstr "" - -msgid "22 KB" -msgstr "" - -msgid "MP3 192 Kb/s, stereo" -msgstr "" - -msgid "24 KB" -msgstr "" - -msgid "Ogg Vorbis 128 Kb/s, stereo" -msgstr "" - -msgid "16 KB" -msgstr "" - -msgid "Ogg Vorbis 96 Kb/s, stereo" -msgstr "" - -msgid "12 KB" -msgstr "" - -msgid "" -"Note that the MP3 and Ogg Vorbis figures can vary depending on the encoding " -"type. The above figures use :abbr:`CBR (Constant Bit Rate)` encoding for " -"simplicity, but most Ogg Vorbis and MP3 files you can find online are " -"encoded with :abbr:`VBR (Variable Bit Rate)` encoding which is more " -"efficient. VBR encoding makes the effective audio file size depend on how " -"\"complex\" the source audio is." -msgstr "" - -msgid "" -"Consider using WAV for short and repetitive sound effects, and Ogg Vorbis " -"for music, speech, and long sound effects. MP3 is useful for mobile and web " -"projects where CPU resources are limited, especially when playing multiple " -"compressed sounds at the same time (such as long ambient sounds)." -msgstr "" - -msgid "" -"Several options are available in the Import dock after selecting a WAV file " -"in the FileSystem dock:" -msgstr "" - -msgid "" -"Import options in the Import dock after selecting a WAV file in the " -"FileSystem dock" -msgstr "" - -msgid "" -"The set of options available after selecting a Ogg Vorbis or MP3 file is " -"different:" -msgstr "" - -msgid "" -"Import options in the Import dock after selecting a MP3 file in the " -"FileSystem dock" -msgstr "" - -msgid "" -"Import options in the Import dock after selecting a MP3 file in the " -"FileSystem dock. Options are identical for Ogg Vorbis files." -msgstr "" - -msgid "" -"After importing a sound, you can play it back using the AudioStreamPlayer, " -"AudioStreamPlayer2D or AudioStreamPlayer3D nodes. See :ref:" -"`doc_audio_streams` for more information." -msgstr "" - -#, fuzzy -msgid "Import options (WAV)" -msgstr "Tuontiasetukset" - -msgid "Force > 8 Bit" -msgstr "" - -msgid "" -"If enabled, forces the imported audio to use 8-bit quantization if the " -"source file is 16-bit or higher." -msgstr "" - -msgid "" -"Enabling this is generally not recommended, as 8-bit quantization decreases " -"audio quality significantly. If you need smaller file sizes, consider using " -"Ogg Vorbis or MP3 audio instead." -msgstr "" - -msgid "Force > Mono" -msgstr "" - -msgid "" -"If enabled, forces the imported audio to be mono if the source file is " -"stereo. This decreases the file size by 50% by merging the two channels into " -"one." -msgstr "" - -msgid "Force > Max Rate" -msgstr "" - -msgid "" -"If set to a value greater than ``0``, forces the audio's sample rate to be " -"reduced to a value lower than or equal to the value specified here." -msgstr "" - -msgid "" -"This can decrease file size noticeably on certain sounds, without impacting " -"quality depending on the actual sound's contents. See :ref:" -"`doc_importing_audio_samples_best_practices` for more information." -msgstr "" - -msgid "Edit > Trim" -msgstr "" - -msgid "" -"The source audio file may contain long silences at the beginning and/or the " -"end. These silences are inserted by :abbr:`DAWs (Digital Audio " -"Workstations)` when saving to a waveform, which increases their size " -"unnecessarily and add latency to the moment they are played back." -msgstr "" - -msgid "" -"Enabling **Trim** will automatically trim the beginning and end of the audio " -"if it's lower than -50 dB *after* normalization (see **Edit > Normalize** " -"below). A fade-in/fade-out period of 500 samples is also used during " -"trimming to avoid audible pops." -msgstr "" - -msgid "Edit > Normalize" -msgstr "" - -msgid "" -"If enabled, audio volume will be *normalized* so that its peak volume is " -"equal to 0 dB. When enabled, normalization will make audio sound louder " -"depending on its original peak volume." -msgstr "" - -msgid "Edit > Loop Mode" -msgstr "" - -msgid "" -"Unlike Ogg Vorbis and MP3, WAV files can contain metadata to indicate " -"whether they're looping (in addition to loop points). By default, Godot will " -"follow this metadata, but you can choose to apply a specific loop mode:" -msgstr "" - -msgid "" -"**Disabled:** Don't loop audio, even if metadata indicates the file should " -"be played back looping." -msgstr "" - -msgid "**Forward:** Standard audio looping." -msgstr "" - -msgid "" -"**Ping-Pong:** Play audio forward until it's done playing, then play it " -"backward and repeat. This is similar to mirrored texture repeat, but for " -"audio." -msgstr "" - -msgid "" -"**Backward:** Play audio in reverse and loop back to the end when done " -"playing." -msgstr "" - -msgid "" -"When choosing one of the **Forward**, **Ping-Pong** or **Backward** loop " -"modes, loop points can also be defined to make only a specific part of the " -"sound loop. **Loop Begin** is set in seconds after the beginning of the " -"audio file. **Loop End** is also set in seconds after the beginning of the " -"audio file, but will use the end of the audio file if set to ``-1``." -msgstr "" - -msgid "" -"In AudioStreamPlayer, the ``finished`` signal won't be emitted for looping " -"audio when it reaches the end of the audio file, as the audio will keep " -"playing indefinitely." -msgstr "" - -#, fuzzy -msgid "Compress > Mode" -msgstr "Käsittelyjärjestys" - -msgid "" -"Two compression modes can be chosen for WAV files: **Disabled** (default) or " -"**RAM (Ima-ADPCM)**. **RAM (Ima-ADPCM)** reduces file size and memory usage " -"a little, at the cost of decreasing quality in an audible manner." -msgstr "" - -msgid "" -"Ogg Vorbis and MP3 don't decrease quality as much and can provide greater " -"file size reductions, at the cost of higher CPU usage during playback. This " -"higher CPU usage is usually not a problem (especially with MP3), unless " -"playing dozens of compressed sounds at the same time on mobile/web platforms." -msgstr "" - -msgid "Import options (Ogg Vorbis and MP3)" -msgstr "" - -msgid "Loop" -msgstr "" - -msgid "" -"If enabled, the audio will begin playing at the beginning after playback " -"ends by reaching the end of the audio." -msgstr "" - -msgid "Loop Offset" -msgstr "" - -msgid "" -"The loop offset determines where audio will start to loop after playback " -"reaches the end of the audio. This can be used to only loop a part of the " -"audio file, which is useful for some ambient sounds or music. The value is " -"determined in seconds relative to the beginning of the audio, so ``0`` will " -"loop the entire audio file." -msgstr "" - -msgid "Only has an effect if **Loop** is enabled." -msgstr "" - -msgid "" -"A more convenient editor for **Loop Offset** is provided in the :ref:" -"`Advanced import settings " -"` dialog, as it lets " -"you preview your changes without having to reimport the audio." -msgstr "" - -msgid "BPM" -msgstr "" - -msgid "" -"The Beats Per Minute of the audio track. This should match the BPM measure " -"that was used to compose the track. This is only relevant for music that " -"wishes to make use of interactive music functionality (not implemented yet), " -"not sound effects." -msgstr "" - -msgid "" -"A more convenient editor for **BPM** is provided in the :ref:`Advanced " -"import settings ` " -"dialog, as it lets you preview your changes without having to reimport the " -"audio." -msgstr "" - -msgid "Beat Count" -msgstr "" - -msgid "" -"The beat count of the audio track. This is only relevant for music that " -"wishes to make use of interactive music functionality (not implemented yet), " -"not sound effects." -msgstr "" - -msgid "" -"A more convenient editor for **Beat Count** is provided in the :ref:" -"`Advanced import settings " -"` dialog, as it lets " -"you preview your changes without having to reimport the audio." -msgstr "" - -msgid "Bar Beats" -msgstr "" - -msgid "" -"The number of bars within a single beat in the audio track. This is only " -"relevant for music that wishes to make use of interactive music " -"functionality (not implemented yet), not sound effects." -msgstr "" - -msgid "" -"A more convenient editor for **Bar Beats** is provided in the :ref:`Advanced " -"import settings ` " -"dialog, as it lets you preview your changes without having to reimport the " -"audio." -msgstr "" - -msgid "Advanced import settings (Ogg Vorbis and MP3)" -msgstr "" - -msgid "" -"If you double-click an Ogg Vorbis or MP3 file in the FileSystem dock (or " -"choose **Advanced…** in the Import dock), you will see a dialog appear:" -msgstr "" - -msgid "" -"Advanced dialog when double-clicking a Ogg Vorbis or MP3 file in the " -"FileSystem dock" -msgstr "" - -msgid "" -"This dialog allows you to edit the audio's loop point with a real-time " -"preview, in addition to the :abbr:`BPM (Beats Per Minute)`, beat count and " -"bar beats. These 3 settings are currently unused, but they will be used in " -"the future for interactive music support (which allows smoothly " -"transitioning between different music tracks)." -msgstr "" - -msgid "" -"Unlike WAV files, Ogg Vorbis and MP3 only support a \"loop begin\" loop " -"point, not a \"loop end\" point. Looping can also be only be standard " -"forward looping, not ping-pong or backward." -msgstr "" - -msgid "Best practices" -msgstr "" - -#, fuzzy -msgid "Use appropriate quality settings" -msgstr "varoitusjärjestelmän projektikohtaiset asetukset" - -msgid "" -"While keeping pristine-quality audio sources is important if you're " -"performing editing, using the same quality in the exported project is not " -"necessary. For WAV files, Godot offers several import options to reduce the " -"final file size without modifying the source file on disk." -msgstr "" - -msgid "" -"To reduce memory usage and file size, choose an appropriate quantization, " -"sample rate and number of channels for your audio:" -msgstr "" - -msgid "" -"There's no *audible* benefit to using 24-bit audio, especially in a game " -"where several sounds are often playing at the same time (which makes it " -"harder to appreciate individual sounds)." -msgstr "" - -msgid "" -"Unless you are slowing down the audio at run-time, there's no *audible* " -"benefit to using a sample rate greater than 48 kHz. If you wish to keep a " -"source with a higher sample rate for editing, use the **Force > Max Rate** " -"import option to limit the sample rate of the imported sound (only available " -"for WAV files)." -msgstr "" - -msgid "" -"Many sound effects can generally be converted to mono as opposed to stereo. " -"If you wish to keep a source with stereo for editing, use the **Force > " -"Mono** import option to convert the imported sound to mono (only available " -"for WAV files)." -msgstr "" - -msgid "" -"Voices can generally be converted to mono, but can also have their sample " -"rate reduced to 22 kHz without a noticeable loss in quality (unless the " -"voice is very high-pitched). This is because most human voices never go past " -"11 kHz." -msgstr "" - -msgid "Use real-time audio effects to reduce file size" -msgstr "" - -msgid "" -"Godot has an :ref:`extensive bus system ` with built-in " -"effects. This saves SFX artists the need to add reverb to the sound effects, " -"reducing their size greatly and ensuring correct trimming." -msgstr "" - -msgid "" -"As you can see above, sound effects become much larger in file size with " -"reverb added." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po deleted file mode 100644 index 6cd07daf78..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ /dev/null @@ -1,862 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing images" -msgstr "Kuvien tuonti" - -#, fuzzy -msgid "Supported image formats" -msgstr "Tuettu animaatio" - -#, fuzzy -msgid "Godot can import the following image formats:" -msgstr "Heijastusnäyttö näyttää seuraavat tiedot:" - -msgid "" -"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " -"8-bit, 24-bit, and 32-bit per pixel images are supported." -msgstr "" - -msgid "" -"DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " -"will be loaded directly. This can be used to achieve effects using custom " -"mipmaps." -msgstr "" - -msgid "" -"OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." -msgstr "" - -msgid "" -"Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " -"skies)." -msgstr "" - -msgid "" -"JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " -"limitations." -msgstr "" - -msgid "" -"PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " -"(no HDR images)." -msgstr "" - -msgid "Truevision Targa (``.tga``)" -msgstr "" - -msgid "" -"SVG (``.svg``) - SVGs are rasterized using `ThorVG `__ when importing them. `Support is limited `__; " -"complex vectors may not render correctly. You can check whether ThorVG can " -"render a certain vector correctly using its `web-based viewer `__. For complex vectors, rendering them to PNGs using " -"`Inkscape `__ is often a better solution. This can be " -"automated thanks to its `command-line interface `__." -msgstr "" - -msgid "" -"WebP (``.webp``) - WebP files support transparency and can be compressed " -"lossily or losslessly. The precision is limited to 8 bits per channel." -msgstr "" - -msgid "" -"If you've compiled the Godot editor from source with specific modules " -"disabled, some formats may not be available." -msgstr "" - -msgid "Importing textures" -msgstr "Tekstuurien tuonti" - -msgid "" -"The default action in Godot is to import images as textures. Textures are " -"stored in video memory. Their pixel data can't be accessed directly from the " -"CPU without converting them back to an :ref:`class_Image` in a script. This " -"is what makes drawing them efficient." -msgstr "" - -msgid "" -"There are over a dozen import options that can be adjusted after selecting " -"an image in the FileSystem dock:" -msgstr "" - -msgid "" -"Import options in the Import dock after selecting an image in the FileSystem " -"dock" -msgstr "" - -msgid "" -"Import options in the Import dock after selecting an image in the FileSystem " -"dock. Some of these options are only visible with certain compression modes." -msgstr "" - -#, fuzzy -msgid "Changing import type" -msgstr "Yleiset ominaisuudet" - -msgid "" -"It is possible to choose other types of imported resources in the Import " -"dock:" -msgstr "" - -msgid "" -"**BitMap:** 1-bit monochrome texture (intended to be used as a click mask " -"in :ref:`class_TextureButton` and :ref:`class_TouchScreenButton`). This " -"resource type cannot be displayed directly onto 2D or 3D nodes, but the " -"pixel values can be queried from a script using :ref:`get_bit " -"`." -msgstr "" - -msgid "" -"**Cubemap:** Import the texture as a 6-sided cubemap, with interpolation " -"between the cubemap's sides (seamless cubemaps), which can be sampled in " -"custom shaders." -msgstr "" - -msgid "" -"**CubemapArray:** Import the texture as a collection of 6-sided cubemaps, " -"which can be sampled in custom shaders. This resource type can only be " -"displayed when using the Forward+ or Forward Mobile rendering methods, not " -"Compatibility." -msgstr "" - -msgid "" -"**Font Data (Monospace Image Font):** Import the image as a bitmap font " -"where all characters have the same width. See :ref:`doc_gui_using_fonts`." -msgstr "" - -msgid "" -"**Image:** Import the image as-is. This resource type cannot be displayed " -"directly onto 2D or 3D nodes, but the pixel values can be queried from a " -"script using :ref:`get_pixel`." -msgstr "" - -msgid "" -"**Texture2D:** Import the image as a 2-dimensional texture, suited for " -"display on 2D and 3D surfaces. This is the default import mode." -msgstr "" - -msgid "" -"**Texture2DArray:** Import the image as a collection of 2-dimensional " -"textures. Texture2DArray is similar to a 3-dimensional texture, but without " -"interpolation between layers. Built-in 2D and 3D shaders cannot display " -"texture arrays, so you must create a custom shader in :ref:`2D " -"` or :ref:`3D ` to display a " -"texture from a texture array." -msgstr "" - -msgid "" -"**Texture3D:** Import the image as a 3-dimensional texture. This is *not* a " -"2D texture applied onto a 3D surface. Texture3D is similar to a texture " -"array, but with interpolation between layers. Texture3D is typically used " -"for :ref:`class_FogMaterial` density maps in :ref:`volumetric fog " -"`, :ref:`class_Environment` 3D LUT color correction and " -"custom shaders." -msgstr "" - -msgid "" -"**TextureAtlas:** Import the image as an *atlas* of different textures. Can " -"be used to reduce memory usage for animated 2D sprites. Only supported in 2D " -"due to missing support in built-in 3D shaders." -msgstr "" - -msgid "Detect 3D" -msgstr "" - -msgid "" -"The default import options (no mipmaps and **Lossless** compression) are " -"suited for 2D, but are not ideal for most 3D projects. **Detect 3D** makes " -"Godot aware of when a texture is used in a 3D scene (such as a texture in a :" -"ref:`class_BaseMaterial3D`). If this happens, several import options are " -"changed so the texture flags are friendlier to 3D. Mipmaps are enabled and " -"the compression mode is changed to **VRAM Compressed** unless :ref:" -"`doc_importing_images_detect_3d_compress_to` is changed. The texture is also " -"reimported automatically." -msgstr "" - -msgid "" -"A message is printed to the Output panel when a texture is detected to be " -"used in 3D." -msgstr "" - -msgid "" -"If you run into quality issues when a texture is detected to be used in 3D " -"(e.g. for pixel art textures), change the :ref:" -"`doc_importing_images_detect_3d_compress_to` option before using the texture " -"in 3D, or change :ref:`doc_importing_images_compress_mode` to **Lossless** " -"after using the texture in 3D. This is preferable to disabling **Detect " -"3D**, as mipmap generation remains enabled to prevent textures from looking " -"grainy at a distance." -msgstr "" - -msgid "Import options" -msgstr "Tuontiasetukset" - -msgid "" -"In Godot 4.0, changing the texture filter and repeat mode is no longer done " -"in the import options." -msgstr "" - -msgid "" -"Instead, texture filter and repeat modes are changed in the CanvasItem " -"properties in 2D (with a project setting acting as a default), and in a :ref:" -"`per-material configuration in 3D `. In " -"custom shaders, filter and repeat mode is changed on the ``sampler2D`` " -"uniform using hints described in the :ref:`doc_shading_language` " -"documentation." -msgstr "" - -#, fuzzy -msgid "Compress > Mode" -msgstr "Käsittelyjärjestys" - -msgid "" -"Images are one of the largest assets in a game. To handle them efficiently, " -"they need to be compressed. Godot offers several compression methods, " -"depending on the use case." -msgstr "" - -msgid "" -"**Lossless:** This is the default and most common compression mode for 2D " -"assets. It shows assets without any kind of artifacting, and disk " -"compression is decent. It will use considerably more amount of video memory " -"than VRAM Compression, though. This is also the recommended setting for " -"pixel art." -msgstr "" - -msgid "" -"**Lossy:** This is a good choice for large 2D assets. It has some artifacts, " -"but less than VRAM compression and the file size is several times lower " -"compared to Lossless or VRAM Uncompressed. Video memory usage isn't " -"decreased by this mode; it's the same as with Lossless or VRAM Uncompressed." -msgstr "" - -msgid "" -"**VRAM Compressed:** This is the default and most common compression mode " -"for 3D assets. Size on disk is reduced and video memory usage is also " -"decreased considerably (usually by a factor between 4 and 6). This mode " -"should be avoided for 2D as it exhibits noticeable artifacts, especially for " -"lower-resolution textures." -msgstr "" - -msgid "" -"**VRAM Uncompressed:** Only useful for formats that can't be compressed, " -"such as raw floating-point images." -msgstr "" - -msgid "" -"**Basis Universal:** This alternative VRAM compression mode encodes the " -"texture to a format that can be transcoded to most GPU-compressed formats at " -"load-time. This provides very small files that make use of VRAM compression, " -"at the cost of lower quality compared to VRAM Compressed and slow " -"compression times. VRAM usage is usually the same as VRAM Compressed. Basis " -"Universal does not support floating-point image formats (the engine will " -"internally fall back to VRAM Compressed instead)." -msgstr "" - -msgid "" -"Even in 3D, \"pixel art\" textures should have VRAM compression disabled as " -"it will negatively affect their appearance, without improving performance " -"significantly due to their low resolution." -msgstr "" - -msgid "" -"In this table, each of the 5 options are described together with their " -"advantages and disadvantages (|good| = best, |bad| = worst):" -msgstr "" - -msgid "good" -msgstr "" - -msgid "bad" -msgstr "" - -#, fuzzy -msgid "Compress mode" -msgstr "Käsittelyjärjestys" - -msgid "Lossless" -msgstr "" - -msgid "Lossy" -msgstr "" - -msgid "VRAM Compressed" -msgstr "" - -msgid "VRAM Uncompressed" -msgstr "" - -msgid "Basis Universal" -msgstr "" - -msgid "**Description**" -msgstr "**Kuvaus**" - -msgid "Stored as Lossless WebP / PNG" -msgstr "" - -msgid "Stored as Lossy WebP" -msgstr "" - -msgid "Stored as S3TC, BPTC or ETC2 depending on platform" -msgstr "" - -msgid "Stored as raw pixels" -msgstr "" - -msgid "Transcoded to VRAM Compressed format" -msgstr "" - -msgid "**Size on disk**" -msgstr "" - -msgid "|regular| Small" -msgstr "" - -msgid "regular" -msgstr "" - -msgid "|good| Very small" -msgstr "" - -msgid "|bad| Large" -msgstr "" - -msgid "**Memory usage**" -msgstr "" - -msgid "|good| Small" -msgstr "" - -#, fuzzy -msgid "**Performance**" -msgstr "Muoto" - -msgid "|regular| Normal" -msgstr "" - -msgid "|good| Fast" -msgstr "" - -#, fuzzy -msgid "**Quality loss**" -msgstr "Laatu" - -msgid "|good| None" -msgstr "" - -msgid "|regular| Slight" -msgstr "" - -msgid "|bad| Moderate" -msgstr "" - -msgid "**Load time**" -msgstr "" - -msgid "|bad| Slow" -msgstr "" - -msgid "Estimated memory usage for a single RGBA8 texture with mipmaps enabled:" -msgstr "" - -#, fuzzy -msgid "Texture size" -msgstr "tekstuurit" - -msgid "**128×128**" -msgstr "" - -msgid "|good| 85 KiB" -msgstr "" - -msgid "|good| 21 KiB" -msgstr "" - -msgid "**256×256**" -msgstr "" - -msgid "|good| 341 KiB" -msgstr "" - -msgid "**512×512**" -msgstr "" - -msgid "|good| 1.33 MiB" -msgstr "" - -msgid "**1024×1024**" -msgstr "" - -msgid "|regular| 5.33 MiB" -msgstr "" - -msgid "**2048×2048**" -msgstr "" - -msgid "|bad| 21.33 MiB" -msgstr "" - -msgid "**4096×4096**" -msgstr "" - -msgid "|bad| 85.33 MiB" -msgstr "" - -msgid "" -"In the above table, memory usage will be reduced by 25% for images that do " -"not have an alpha channel (RGB8). Memory usage will be further decreased by " -"25% for images that have mipmaps disabled." -msgstr "" - -msgid "" -"Notice how at larger resolutions, the impact of VRAM compression is much " -"greater. With a 4:1 compression ratio (6:1 for opaque textures with S3TC), " -"VRAM compression effectively allows a texture to be twice as large on each " -"axis, while using the same amount of memory on the GPU." -msgstr "" - -msgid "" -"VRAM compression also reduces the memory bandwidth required to sample the " -"texture, which can speed up rendering in memory bandwidth-constrained " -"scenarios (which are frequent on integrated graphics and mobile). These " -"factors combined make VRAM compression a must-have for 3D games with high-" -"resolution textures." -msgstr "" - -msgid "" -"You can preview how much memory a texture takes by double-clicking it in the " -"FileSystem dock, then looking at the Inspector:" -msgstr "" - -msgid "Previewing a texture in the Inspector" -msgstr "" - -msgid "" -"Previewing a texture in the Inspector. Credit: `Red Brick 03 - Poly Haven " -"`__" -msgstr "" - -msgid "Compress > High Quality" -msgstr "" - -msgid "" -"High-quality VRAM texture compression is only supported in the Forward+ and " -"Forward Mobile rendering methods." -msgstr "" - -msgid "" -"When using the Compatibility rendering method, this option is always " -"considered disabled." -msgstr "" - -msgid "" -"If enabled, uses BPTC compression on desktop platforms and :abbr:`ASTC " -"(Adaptive Scalable Texture Compression)` compression on mobile platforms. " -"When using BPTC, BC7 is used for SDR textures and BC6H is used for HDR " -"textures." -msgstr "" - -msgid "" -"If disabled (default), uses the faster but lower-quality S3TC compression on " -"desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 " -"(BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or " -"normal map (:abbr:`RGTC (Red-Green Texture Compression)`) textures." -msgstr "" - -msgid "" -"BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 " -"do not (see **HDR Compression** below)." -msgstr "" - -msgid "Compress > HDR Compression" -msgstr "" - -msgid "" -"This option only has an effect on textures that are imported as HDR formats " -"in Godot (``.hdr`` and ``.exr`` files)." -msgstr "" - -msgid "" -"If set to **Disabled**, never uses VRAM compression for HDR textures, " -"regardless of whether they're opaque or transparent. Instead, the texture is " -"converted to RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per " -"pixel) to reduce memory usage compared to a half-float or single-precision " -"float image format." -msgstr "" - -msgid "" -"If set to **Opaque Only** (default), only uses VRAM compression for opaque " -"HDR textures. This is due to a limitation of HDR formats, as there is no " -"VRAM-compressed HDR format that supports transparency at the same time." -msgstr "" - -msgid "" -"If set to **Always**, will force VRAM compression even for HDR textures with " -"an alpha channel. To perform this, the alpha channel is discarded on import." -msgstr "" - -msgid "Compress > Normal Map" -msgstr "" - -msgid "" -"When using a texture as normal map, only the red and green channels are " -"required. Given regular texture compression algorithms produce artifacts " -"that don't look that nice in normal maps, the :abbr:`RGTC (Red-Green Texture " -"Compression)` compression format is the best fit for this data. Forcing this " -"option to **Enable** will make Godot import the image as :abbr:`RGTC (Red-" -"Green Texture Compression)` compressed. By default, it's set to **Detect**. " -"This means that if the texture is ever detected to be used as a normal map, " -"it will be changed to **Enable** and reimported automatically." -msgstr "" - -msgid "" -"Note that :abbr:`RGTC (Red-Green Texture Compression)` compression affects " -"the resulting normal map image. You will have to adjust custom shaders that " -"use the normal map's blue channel to take this into account. Built-in " -"material shaders already ignore the blue channel in a normal map (regardless " -"of the actual normal map's contents)." -msgstr "" - -msgid "" -"In the example below, the normal map with :abbr:`RGTC (Red-Green Texture " -"Compression)` compression is able to preserve its detail much better, while " -"using the same amount of memory as a standard RGBA VRAM-compressed texture:" -msgstr "" - -msgid "" -"Normal map with standard VRAM compression (left) and with RGTC VRAM " -"compression (right)" -msgstr "" - -msgid "" -"Godot requires the normal map to use the X+, Y+ and Z+ coordinates, which is " -"known as an OpenGL-style normal map. If you've imported a material made to " -"be used with another engine, it may be DirectX-style. In this case, the " -"normal map needs to be converted by enabling the **Normal Map Invert Y** " -"import option." -msgstr "" - -msgid "" -"More information about normal maps (including a coordinate order table for " -"popular engines) can be found `here `__." -msgstr "" - -msgid "Compress > Channel Pack" -msgstr "" - -msgid "" -"If set to **sRGB Friendly** (default), prevents the RG color format from " -"being used as it does not support sRGB color." -msgstr "" - -msgid "" -"If set to **Optimized**, allows the RG color format to be used if the " -"texture does not use the blue channel." -msgstr "" - -msgid "" -"A third option **Normal Map (RG Channels)** is *only* available in layered " -"textures (:ref:`class_Cubemap`, :ref:`class_CubemapArray`, :ref:" -"`class_Texture2DArray` and :ref:`class_Texture3D`). This forces all layers " -"from the texture to be imported with the RG color format to reduce memory " -"usage, with only the red and green channels preserved. This only has an " -"effect on textures with the **VRAM Compressed** or **Basis Universal** " -"compression modes." -msgstr "" - -msgid "Mipmaps > Generate" -msgstr "" - -msgid "" -"If enabled, smaller versions of the texture are generated on import. For " -"example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, " -"2×2, 1×1). This has several benefits:" -msgstr "" - -msgid "" -"Textures will not become grainy in the distance (in 3D), or if scaled down " -"due to camera zoom or CanvasItem scale (in 2D)." -msgstr "" - -msgid "" -"Performance will improve if the texture is displayed in the distance, since " -"sampling smaller versions of the original texture is faster and requires " -"less memory bandwidth." -msgstr "" - -msgid "" -"The downside of mipmaps is that they increase memory usage by roughly 33%." -msgstr "" - -msgid "" -"It's recommended to enable mipmaps in 3D. However, in 2D, this should only " -"be enabled if your project visibly benefits from having mipmaps enabled. If " -"the camera never zooms out significantly, there won't be a benefit to " -"enabling mipmaps but memory usage will increase." -msgstr "" - -msgid "Mipmaps > Limit" -msgstr "" - -msgid "" -"**Mipmaps > Limit** is currently not implemented and has no effect when " -"changed." -msgstr "" - -msgid "" -"If set to a value greater than ``-1``, limits the maximum number of mipmaps " -"that can be generated. This can be decreased if you don't want textures to " -"become too low-resolution at extreme distances, at the cost of some " -"graininess." -msgstr "" - -#, fuzzy -msgid "Roughness > Mode" -msgstr "Käsittelyjärjestys" - -msgid "" -"The color channel to consider as a roughness map in this texture. Only " -"effective if **Roughness > Src Normal** is not empty." -msgstr "" - -msgid "Rougness > Src Normal" -msgstr "" - -msgid "" -"The path to the texture to consider as a normal map for roughness filtering " -"on import. Specifying this can help decrease specular aliasing slightly in " -"3D." -msgstr "" - -msgid "Roughness filtering on import is only used in 3D rendering, not 2D." -msgstr "" - -#, fuzzy -msgid "Process > Fix Alpha Border" -msgstr "Käsittelyjärjestys" - -msgid "" -"This puts pixels of the same surrounding color in transition from " -"transparent to opaque areas. For textures displayed with bilinear filtering, " -"this helps mitigate the outline effect when exporting images from an image " -"editor." -msgstr "" - -msgid "" -"It's recommended to leave this enabled (as it is by default), unless this " -"causes issues for a particular image." -msgstr "" - -msgid "Process > Premult Alpha" -msgstr "" - -msgid "" -"An alternative to fixing darkened borders with **Fix Alpha Border** is to " -"use premultiplied alpha. By enabling this option, the texture will be " -"converted to this format. A premultiplied alpha texture requires specific " -"materials to be displayed correctly:" -msgstr "" - -msgid "" -"In 2D, a :ref:`class_CanvasItemMaterial` will need to be created and " -"configured to use the **Premul Alpha** blend mode on CanvasItems that use " -"this texture." -msgstr "" - -msgid "" -"In 3D, there is no support for premultiplied alpha blend mode yet, so this " -"option is only suited for 2D." -msgstr "" - -msgid "Process > Normal Map Invert Y" -msgstr "" - -msgid "Process > HDR as sRGB" -msgstr "" - -msgid "" -"Some HDR images you can find online may be broken and contain sRGB color " -"data (instead of linear color data). It is advised not to use those files. " -"If you absolutely have to, enabling this option on will make them look " -"correct." -msgstr "" - -msgid "" -"Enabling **HDR as sRGB** on well-formatted HDR images will cause the " -"resulting image to look too dark, so leave this disabled if unsure." -msgstr "" - -msgid "Process > HDR Clamp Exposure" -msgstr "" - -msgid "" -"Some HDR panorama images you can find online may contain extremely bright " -"pixels, due to being taken from real life sources without any clipping." -msgstr "" - -msgid "" -"While these HDR panorama images are accurate to real life, this can cause " -"the radiance map generated by Godot to contain sparkles when used as a " -"background sky. This can be seen in material reflections (even on rough " -"materials in extreme cases). Enabling **HDR Clamp Exposure** can resolve " -"this using a smart clamping formula that does not introduce *visible* " -"clipping – glow will keep working when looking at the background sky." -msgstr "" - -msgid "Process > Size Limit" -msgstr "" - -msgid "" -"If set to a value greater than ``0``, the size of the texture is limited on " -"import to a value smaller than or equal to the value specified here. For non-" -"square textures, the size limit affects the longer dimension, with the " -"shorter dimension scaled to preserve aspect ratio. Resizing is performed " -"using cubic interpolation." -msgstr "" - -msgid "" -"This can be used to reduce memory usage without affecting the source images, " -"or avoid issues with textures not displaying on mobile/web platforms (as " -"these usually can't display textures larger than 4096×4096)." -msgstr "" - -msgid "Detect 3D > Compress To" -msgstr "" - -msgid "" -"This changes the :ref:`doc_importing_images_compress_mode` option that is " -"used when a texture is detected as being used in 3D." -msgstr "" - -msgid "" -"Changing this import option only has an effect if a texture is detected as " -"being used in 3D. Changing this to **Disabled** then reimporting will not " -"change the existing compress mode on a texture (if it's detected to be used " -"in 3D), but choosing **VRAM Compressed** or **Basis Universal** will." -msgstr "" - -msgid "Best practices" -msgstr "" - -msgid "Supporting high-resolution texture sizes in 2D without artifacts" -msgstr "" - -msgid "" -"To support :ref:`multiple resolutions ` with crisp " -"visuals at high resolutions, you will need to use high-resolution source " -"images (suited for the highest resolution you wish to support without " -"blurriness, which is typically 4K in modern desktop games)." -msgstr "" - -#, fuzzy -msgid "There are 2 ways to proceed:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"Use a high base resolution in the project settings (such as 4K), then use " -"the textures at original scale. This is an easier approach." -msgstr "" - -msgid "" -"Use a low base resolution in the project settings (such as 1080p), then " -"downscale textures when using them. This is often more difficult and can " -"make various calculations in script tedious, so the approach described above " -"is recommended instead." -msgstr "" - -msgid "" -"After doing this, you may notice that textures become grainy at lower " -"viewport resolutions. To resolve this, enable **Mipmaps** on textures used " -"in 2D in the Import dock. This will increase memory usage." -msgstr "" - -msgid "" -"Enabling mipmaps can also make textures appear blurrier, but you can choose " -"to make textures sharper (at the cost of some graininess) by setting " -"**Rendering > Textures > Default Filters > Texture Mipmap Bias** to a " -"negative value." -msgstr "" - -msgid "Use appropriate texture sizes in 3D" -msgstr "" - -msgid "" -"While there's no \"one size fits all\" recommendation, here are some general " -"recommendations for choosing texture sizes in 3D:" -msgstr "" - -msgid "" -"The size of a texture should be adjusted to have a consistent texel density " -"compared to surrounding objects. While this cannot be ensured perfectly when " -"sticking to power-of-two texture sizes, it's usually possible to keep " -"texture detail fairly consistent throughout a 3D scene." -msgstr "" - -msgid "" -"The smaller the object appears on screen, the smaller its texture should be. " -"For example, a tree that only appears in the background doesn't need a " -"texture resolution as high as other objects the player may be able to walk " -"close to." -msgstr "" - -msgid "" -"Using power-of-two texture sizes is recommended, but is not required. " -"Textures don't have to be square – sizes such as 1024×512 are acceptable." -msgstr "" - -msgid "" -"There are diminishing returns to using large texture sizes, despite the " -"increased memory usage and loading times. Most modern 3D games not using a " -"pixel art style stick to 2048×2048 textures on average, with 1024×1024 and " -"512×512 for textures spanning smaller surfaces." -msgstr "" - -msgid "" -"When working with physically-based materials in 3D, you can reduce memory " -"usage and file size without affecting quality too much by using a lower " -"resolution for certain texture maps. This works especially well for textures " -"that only feature low-frequency detail (such as a normal map for a snow " -"texture)." -msgstr "" - -msgid "" -"If you have control over how the 3D models are created, these tips are also " -"worth exploring:" -msgstr "" - -msgid "" -"When working with 3D models that are mostly symmetrical, you may be able to " -"use mirrored UVs to double the effective texel density. This may look " -"unnatural when used on human faces though." -msgstr "" - -msgid "" -"When working with 3D models using a low-poly style and plain colors, you can " -"rely on vertex colors instead of textures to represent colors on the model's " -"surfaces." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_scenes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_scenes.po deleted file mode 100644 index 1ba185d1bb..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_scenes.po +++ /dev/null @@ -1,1243 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing 3D scenes" -msgstr "3D-skenejen tuonti" - -msgid "Godot scene importer" -msgstr "" - -msgid "" -"When dealing with 3D assets, Godot has a flexible and configurable importer." -msgstr "" - -msgid "" -"Godot works with *scenes*. This means that the entire scene being worked on " -"in your favorite 3D modeling software will be transferred as close as " -"possible." -msgstr "" - -msgid "Godot supports the following 3D *scene file formats*:" -msgstr "" - -msgid "" -"glTF 2.0 **(recommended)**. Godot has full support for both text (``.gltf``) " -"and binary (``.glb``) formats." -msgstr "" - -msgid "" -"``.blend`` (Blender). This works by calling Blender to export to glTF in a " -"transparent manner (requires Blender to be installed)." -msgstr "" - -msgid "DAE (COLLADA), an older format that is fully supported." -msgstr "" - -msgid "" -"OBJ (Wavefront) format + their MTL material files. This is also fully " -"supported, but pretty limited given the format's limitations (no support for " -"pivots, skeletons, animations, UV2, PBR materials, ...)." -msgstr "" - -#, fuzzy -msgid "" -"FBX, supported via `FBX2glTF `__ " -"integration. This requires installing an external program that links against " -"the proprietary FBX SDK, so we recommend using other formats listed above " -"(if suitable for your workflow)." -msgstr "" -"FBX on tuettu Open Asset Import libraryn kautta. Huomiotavaa, FBX on " -"yksityisomistuksellinen joten suosittelemme käyttämään muita tuettuja " -"formaatteja, jos se sopii sinun työnkulkuun." - -msgid "" -"Copy the scene file together with the textures and mesh data (if separate) " -"to the project repository, then Godot will do a full import when focusing " -"the editor window." -msgstr "" - -#, fuzzy -msgid "3D asset direction conventions" -msgstr "Törmäyksiin valmistautuminen" - -msgid "" -"Godot uses a right-handed, Y-is-up coordinate system, with the -Z axis as " -"the camera's forward direction. This is the same as OpenGL. This implies " -"that +Z is back, +X is right, and -X is left for a camera." -msgstr "" - -msgid "" -"The convention for 3D assets is to face the opposite direction as the " -"camera, so that characters and other assets are facing the camera by " -"default. This convention is extremely common in 3D modeling applications, " -"and is `codified in glTF as part of the glTF 2.0 specification `__. This means that for oriented 3D assets (such as characters), the " -"+Z axis is the direction of the front, so -Z is the rear, +X is the left " -"side, and -X is the right side for a 3D asset. In Blender, this means that " -"+Y is rear and -Y is front for an asset." -msgstr "" - -msgid "" -"When rotating an oriented 3D asset in Godot, use the ``use_model_front`` " -"option on the ``look_at`` functions, and use the ``Vector3.MODEL_*`` " -"constants to perform calculations in the oriented asset's local space." -msgstr "" - -msgid "" -"For assets without an intrinsic front side or forward direction, such as a " -"game map or terrain, take note of the cardinal directions instead. The " -"convention in Godot and the vast majority of other applications is that +X " -"is east and -X is west. Due to Godot's right-handed Y-is-up coordinate " -"system, this implies that +Z is south and -Z is north. In Blender, this " -"means that +Y is north and -Y is south." -msgstr "" - -msgid "Exporting glTF 2.0 files from Blender (recommended)" -msgstr "" - -#, fuzzy -msgid "There are 3 ways to export glTF files from Blender:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "As a glTF binary file (``.glb``)." -msgstr "" - -msgid "As a glTF text-based file with embedded binary data (``.gltf`` file)" -msgstr "" - -msgid "" -"As a glTF text-based file with separate binary data and textures (``.gltf`` " -"file + ``.bin`` file + textures)." -msgstr "" - -msgid "" -"glTF binary files (``.glb``) are the smallest of the three options. They " -"include the mesh and textures set up in Blender. When brought into Godot the " -"textures are part of the object's material file." -msgstr "" - -msgid "" -"glTF embedded files (``.gltf``) function the same way as binary files. They " -"don't provide extra functionality in Godot, and shouldn't be used since they " -"have a larger file size." -msgstr "" - -msgid "" -"There are two reasons to use glTF with the textures separate. One is to have " -"the scene description in a text based format and the binary data in a " -"separate binary file. This can be useful for version control if you want to " -"review changes in a text-based format. The second is you need the texture " -"files separate from the material file. If you don't need either of those, " -"glTF binary files are fine." -msgstr "" - -msgid "" -"If your model contains blend shapes (also known as \"shape keys\" and " -"\"morph targets\"), your glTF export setting **Export Deformation Bones " -"Only** needs to be configured to **Enabled** under the Animation export " -"configurations." -msgstr "" - -msgid "Exporting non-deforming bones anyway will lead to incorrect shading." -msgstr "" - -msgid "" -"Blender versions older than 3.2 do not export emissive textures with the " -"glTF file. If your model uses one and you're using an older version of " -"Blender, it must be brought in separately." -msgstr "" - -msgid "" -"By default, Blender has backface culling disabled on materials and will " -"export materials to match how they render in Blender. This means that " -"materials in Godot will have their cull mode set to **Disabled**. This can " -"decrease performance since backfaces will be rendered, even when they are " -"being culled by other faces. To resolve this, enable **Backface Culling** in " -"Blender's Materials tab, then export the scene to glTF again." -msgstr "" - -msgid "Importing ``.blend`` files directly within Godot" -msgstr "" - -msgid "" -"This functionality requires Blender 3.0 or later. For best results, we " -"recommend using Blender 3.5 or later, as it includes many fixes to the glTF " -"exporter." -msgstr "" - -msgid "" -"It is **strongly** recommended to use an official Blender release downloaded " -"from blender.org, as opposed to a Linux distribution package or Flatpak. " -"This avoids any issues related to packaging, such as different library " -"versions that can cause incompatibilities or sandboxing restrictions." -msgstr "" - -msgid "" -"From Godot 4.0 onwards, the editor can directly import ``.blend`` files by " -"calling `Blender `__'s glTF export functionality " -"in a transparent manner." -msgstr "" - -msgid "" -"This allows you to iterate on your 3D scenes faster, as you can save the " -"scene in Blender, alt-tab back to Godot then see your changes immediately. " -"When working with version control, this is also more efficient as you no " -"longer need to commit a copy of the exported glTF file to version control." -msgstr "" - -msgid "" -"To use ``.blend`` import, you must install Blender before opening the Godot " -"editor (if opening a project that already contains ``.blend`` files). If you " -"keep Blender installed at its default location, Godot should be able to " -"detect its path automatically. If this isn't the case, configure the path to " -"the directory containing the Blender executable in the Editor Settings " -"(**Filesystem > Import > Blender > Blender 3 Path**)." -msgstr "" - -msgid "" -"If you keep ``.blend`` files within your project folder but don't want them " -"to be imported by Godot, disable **Filesystem > Import > Blender > Enabled** " -"in the advanced Project Settings." -msgstr "" - -msgid "" -"When working in a team, keep in mind using ``.blend`` files in your project " -"will require *all* team members to have Blender installed. While Blender is " -"a free download, this may add friction when working on the project. ``." -"blend`` import is also not available on the Android and web editors, as " -"these platforms can't call external programs." -msgstr "" - -msgid "" -"If this is problematic, consider using glTF scenes exported from Blender " -"instead." -msgstr "" - -msgid "Exporting DAE files from Blender" -msgstr "" - -msgid "" -"Blender has built-in COLLADA support, but it does not work properly for the " -"needs of game engines and shouldn't be used as-is. However, scenes exported " -"with the built-in Collada support may still work for simple scenes without " -"animation." -msgstr "" - -msgid "" -"For complex scenes or scenes that contain animations, Godot provides a " -"`Blender plugin `_ that " -"will correctly export COLLADA scenes for use in Godot." -msgstr "" - -msgid "Importing OBJ files in Godot" -msgstr "" - -msgid "" -"OBJ is one of the simplest 3D formats out there, so Godot should be able to " -"import most OBJ files successfully. However, OBJ is also a very limited " -"format: it doesn't support skinning, animation, UV2 or PBR materials." -msgstr "" - -#, fuzzy -msgid "There are 2 ways to use OBJ meshes in Godot:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid "" -"Load them directly in a MeshInstance3D node, or any other property that " -"expects as mesh (such as GPUParticles3D). This is the default mode." -msgstr "" - -msgid "" -"Change their import mode to **OBJ as Scene** in the Import dock then restart " -"the editor. This allows you to use the same import options as glTF or " -"Collada scenes, such as unwrapping UV2 on import (for :ref:" -"`doc_using_lightmap_gi`)." -msgstr "" - -msgid "" -"Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a " -"nonstandard extension of the OBJ format). Godot is able to import those " -"vertex colors since Godot 4.0, but they will not be displayed on the " -"material unless you enable **Vertex Color > Use As Albedo** on the material." -msgstr "" - -msgid "" -"Vertex colors from OBJ meshes keep their original color space once imported " -"(sRGB/linear), but their brightness is clamped to 1.0 (they can't be " -"overbright)." -msgstr "" - -msgid "Importing FBX files in Godot" -msgstr "" - -msgid "" -"When opening a project containing FBX scenes, you will see a dialog asking " -"you to configure FBX import. Click the link in the dialog to download a " -"fbx2gltf binary, then extract the ZIP archive, place the binary anywhere you " -"wish, then specify its path in the dialog." -msgstr "" - -msgid "" -"If you keep ``.fbx`` files within your project folder but don't want them to " -"be imported by Godot, disable **Filesystem > Import > FBX > Enabled** in the " -"advanced Project Settings." -msgstr "" - -msgid "" -"The full installation process for using FBX in Godot is described on the " -"`FBX import page of the Godot website `__." -msgstr "" - -#, fuzzy -msgid "Exporting textures separately" -msgstr "Tekstuurien tuonti" - -msgid "" -"While textures can be exported with a model in certain file formats, such as " -"glTF 2.0, you can also export them separately. Godot uses PBR (physically " -"based rendering) for its materials, so if a texturing program can export PBR " -"textures they can work in Godot. This includes the `Substance suite `__, `ArmorPaint (open source) `__, and `Material Maker (open source) `__." -msgstr "" - -#, fuzzy -msgid "" -"For more information on Godot's materials, see :ref:" -"`doc_standard_material_3d`." -msgstr "" -"Saadaksesi lisää tietoja säikeistä, katso :ref:`doc_using_multiple_threads`." - -#, fuzzy -msgid "Exporting considerations" -msgstr "Muotoilutavat" - -msgid "" -"Since GPUs can only render triangles, meshes that contain quads or N-gons " -"have to be *triangulated* before they can be rendered. Godot can triangulate " -"meshes on import, but results may be unpredictable or incorrect, especially " -"with N-gons. Regardless of the target application, triangulating *before* " -"exporting the scene will lead to more consistent results and should be done " -"whenever possible." -msgstr "" - -msgid "" -"To avoid issues with incorrect triangulation after importing in Godot, it is " -"recommended to make the 3D modeling software triangulate objects on its own. " -"In Blender, this can be done by adding a Triangulate modifier to your " -"objects and making sure **Apply Modifiers** is checked in the export dialog. " -"Alternatively, depending on the exporter, you may be able to find and enable " -"a **Triangulate Faces** option in the export dialog." -msgstr "" - -msgid "" -"To avoid issues with 3D selection in the editor, it is recommended to apply " -"the object transform in the 3D modeling software before exporting the scene." -msgstr "" - -msgid "" -"It is important that the mesh is not deformed by bones when exporting. Make " -"sure that the skeleton is reset to its T-pose or default rest pose before " -"exporting with your favorite 3D editor." -msgstr "" - -#, fuzzy -msgid "Lighting considerations" -msgstr "Muotoilutavat" - -msgid "" -"While it's possible to import lights from a 3D scene using the glTF, ``." -"blend`` or Collada formats, it's generally advised to design the scene's " -"lighting in the Godot editor after importing the scene." -msgstr "" - -msgid "" -"This allows you to get a more accurate feel for the final result, as " -"different engines will render lights in a different manner. This also avoids " -"any issues with lights appearing excessively strong or faint as a result of " -"the import process." -msgstr "" - -msgid "Import workflows" -msgstr "" - -msgid "" -"Since Godot can only save its own scene format (``.tscn``/``.scn``), Godot " -"cannot save over the original 3D scene file (which uses a different format). " -"This is also a safer approach as it avoids making accidental changes to the " -"source file." -msgstr "" - -msgid "" -"To allow customizing the scene and its materials, Godot's scene importer " -"allows for different workflows regarding how data is imported." -msgstr "" - -msgid "Import dock after selecting a 3D scene in the FileSystem dock" -msgstr "" - -msgid "" -"This import process is customizable using 3 separate interfaces, depending " -"on your needs:" -msgstr "" - -msgid "" -"The **Import** dock, after selecting the 3D scene by clicking it once in the " -"FileSystem dock." -msgstr "" - -msgid "" -"The **Advanced Import Settings** dialog, which can be accessed by double-" -"clicking the 3D scene in the FileSystem dock or by clicking the **Advanced…" -"** button in the Import dock. This allows you to customize per-object " -"options in Godot." -msgstr "" - -msgid "" -":ref:`Import hints `, which are " -"special suffixes added to object names in the 3D modeling software. This " -"allows you to customize per-object options in the 3D modeling software." -msgstr "" - -msgid "" -"For basic customization, using the Import dock suffices. However, for more " -"complex operations such as defining material overrides on a per-material " -"basis, you'll need to use the Advanced Import Settings dialog, import hints, " -"or possibly both." -msgstr "" - -#, fuzzy -msgid "Using the Import dock" -msgstr "Sisäänrakennettu teemaeditori" - -msgid "" -"The following options can be adjusted in the Import dock after selecting a " -"3D scene in the FileSystem dock:" -msgstr "" - -msgid "" -"**Root Type:** The node type to use as a root node. Using node types that " -"inherit from Node3D is recommended. Otherwise, you'll lose the ability to " -"position the node directly in the 3D editor." -msgstr "" - -msgid "" -"**Root Name:** The name of the root node in the imported scene. This is " -"generally not noticeable when instancing the scene in the editor (or drag-" -"and-dropping from the FileSystem dock), as the root node is renamed to match " -"the filename in this case." -msgstr "" - -msgid "" -"**Apply Root Scale:** If enabled, **Root Scale** will be *applied* on the " -"meshes and animations directly, while keeping the root node's scale to the " -"default `(1, 1, 1)`. This means that if you add a child node later on within " -"the imported scene, it won't be scaled. If disabled, **Root Scale** will " -"multiply the scale of the root node instead." -msgstr "" - -msgid "**Meshes**" -msgstr "" - -msgid "" -"**Ensure Tangents:** If checked, generate vertex tangents using `Mikktspace " -"`__ if the input meshes don't have tangent data. " -"When possible, it's recommended to let the 3D modeling software generate " -"tangents on export instead on relying on this option. Tangents are required " -"for correct display of normal and height maps, along with any material/" -"shader features that require tangents. If you don't need material features " -"that require tangents, disabling this can reduce output file size and speed " -"up importing if the source 3D file doesn't contain tangents." -msgstr "" - -msgid "" -"**Generate LODs:** If checked, generates lower detail variants of the mesh " -"which will be displayed in the distance to improve rendering performance. " -"Not all meshes benefit from LOD, especially if they are never rendered from " -"far away. Disabling this can reduce output file size and speed up importing. " -"See :ref:`doc_mesh_lod` for more information." -msgstr "" - -msgid "" -"**Create Shadow Meshes:** If checked, enables the generation of shadow " -"meshes on import. This optimizes shadow rendering without reducing quality " -"by welding vertices together when possible. This in turn reduces the memory " -"bandwidth required to render shadows. Shadow mesh generation currently " -"doesn't support using a lower detail level than the source mesh (but shadow " -"rendering will make use of LODs when relevant)." -msgstr "" - -msgid "" -"**Light Baking:** Configures the meshes' :ref:`global illumination mode " -"` in the 3D scene. If set to " -"**Static Lightmaps**, sets the meshes' GI mode to **Static** and generates " -"UV2 on import for :ref:`lightmap baking `." -msgstr "" - -msgid "" -"**Lightmap Texel Size:** Only visible if **Light Baking** is set to **Static " -"Lightmaps**. Controls the size of each texel on the baked lightmap. A " -"smaller value results in more precise lightmaps, at the cost of larger " -"lightmap sizes and longer bake times." -msgstr "" - -#, fuzzy -msgid "**Skins**" -msgstr "**Taivas:**" - -msgid "" -"**Use Named Skins:** If checked, use named :ref:`Skins ` for " -"animation. The :ref:`class_MeshInstance3D` node contains 3 properties of " -"relevance here: a skeleton NodePath pointing to the Skeleton3D node (usually " -"``..``), a mesh, and a skin:" -msgstr "" - -msgid "" -"The :ref:`class_Skeleton3D` node contains a list of bones with names, their " -"pose and rest, a name and a parent bone." -msgstr "" - -msgid "" -"The mesh is all of the raw vertex data needed to display a mesh. In terms of " -"the mesh, it knows how vertices are weight-painted and uses some internal " -"numbering often imported from 3D modeling software." -msgstr "" - -msgid "" -"The skin contains the information necessary to bind this mesh onto this " -"Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling " -"software, it contains two things. Firstly, a Matrix known as the Bind Pose " -"Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the Skin contains " -"each bone's name (if **Use Named Skins** is enabled), or the bone's index " -"within the Skeleton3D list (if **Use Named Skins** is disabled)." -msgstr "" - -msgid "" -"Together, this information is enough to tell Godot how to use the bone poses " -"in the Skeleton3D node to render the mesh from each MeshInstance3D. Note " -"that each MeshInstance3D may share binds, as is common in models exported " -"from Blender, or each MeshInstance3D may use a separate Skin object, as is " -"common in models exported from other tools such as Maya." -msgstr "" - -#, fuzzy -msgid "**Animation**" -msgstr "Animaatio" - -msgid "**Import:** If checked, import animations from the 3D scene." -msgstr "" - -msgid "" -"**FPS:** The number of frames per second to use for baking animation curves " -"to a series of points with linear interpolation. It's recommended to " -"configure this value to match the value you're using as a baseline in your " -"3D modeling software. Higher values result in more precise animation with " -"fast movement changes, at the cost of higher file sizes and memory usage. " -"Thanks to interpolation, there is usually not much benefit in going above 30 " -"FPS (as the animation will still appear smooth at higher rendering " -"framerates)." -msgstr "" - -msgid "" -"**Trimming:** Trim the beginning and end of animations if there are no " -"keyframe changes. This can reduce output file size and memory usage with " -"certain 3D scenes, depending on the contents of their animation tracks." -msgstr "" - -msgid "" -"**Remove Immutable Tracks:** Remove animation tracks that only contain " -"default values. This can reduce output file size and memory usage with " -"certain 3D scenes, depending on the contents of their animation tracks." -msgstr "" - -#, fuzzy -msgid "**Import Script**" -msgstr "Tuontivihjeet" - -msgid "" -"**Path:** Path to an import script, which can run code *after* the import " -"process has completed for custom processing. See :ref:" -"`doc_importing_3d_scenes_import_script` for more information." -msgstr "" - -msgid "**glTF**" -msgstr "" - -msgid "" -"**Embedded Texture Handling:** Controls how textures embedded within glTF " -"scenes should be handled. **Discard All Textures** will not import any " -"textures, which is useful if you wish to manually set up materials in Godot " -"instead. **Extract Textures** extracts textures to external images, " -"resulting in smaller file sizes and more control over import options. " -"**Embed as Basis Universal** and **Embed as Uncompressed** keeps the " -"textures embedded in the imported scene, with and without VRAM compression " -"respectively." -msgstr "" - -msgid "Using the Advanced Import Settings dialog" -msgstr "" - -msgid "" -"The first tab you'll see is the **Scene** tab. The options available in the " -"panel on the right are identical to the Import dock, but you have access to " -"a 3D preview. The 3D preview can be rotated by holding down the left mouse " -"button then dragging the mouse. Zoom can be adjusted using the mouse wheel." -msgstr "" - -msgid "Advanced Import Settings dialog (Scene tab)" -msgstr "" - -msgid "" -"Advanced Import Settings dialog (Scene tab). Credit: `Modern Arm Chair 01 - " -"Poly Haven `__" -msgstr "" - -#, fuzzy -msgid "**Configuring node import options**" -msgstr "Yleiset ominaisuudet" - -msgid "" -"You can select individual nodes that compose the scene while in the " -"**Scene** tab using the tree view at the left:" -msgstr "" - -msgid "Selecting a node in the Advanced Import Settings dialog (Scene tab)" -msgstr "" - -msgid "Selecting a node in the Advanced Import Settings dialog (Materials tab)" -msgstr "" - -msgid "This exposes several per-node import options:" -msgstr "" - -msgid "" -"**Skip Import:** If checked, the node will not be present in the final " -"imported scene. Enabling this disables all other options." -msgstr "" - -msgid "" -"**Generate > Physics:** If checked, generates a PhysicsBody3D *parent* node " -"with collision shapes that are *siblings* to the MeshInstance3D node." -msgstr "" - -msgid "" -"**Generate > NavMesh:** If checked, generates a NavigationRegion3D *child* " -"node for :ref:`navigation `. **Mesh + NavMesh** " -"will keep the original mesh visible, while **NavMesh Only** will only import " -"the navigation mesh (without a visual representation). **NavMesh Only** is " -"meant to be used when you've manually authored a simplified mesh for " -"navigation." -msgstr "" - -msgid "" -"**Generate > Occluder:** If checked, generates an OccluderInstance3D " -"*sibling* node for :ref:`occlusion culling ` using " -"the mesh's geometry as a basis for the occluder's shape. **Mesh + Occluder** " -"will keep the original mesh visible, while **Occluder Only** will only " -"import the occluder (without a visual representation). **Occluder Only** is " -"meant to be used when you've manually authored a simplified mesh for " -"occlusion culling." -msgstr "" - -msgid "" -"These options are only visible if some of the above options are enabled:" -msgstr "" - -msgid "" -"**Physics > Body Type:** Only visible if **Generate > Physics** is enabled. " -"Controls the PhysicsBody3D that should be created. **Static** creates a " -"StaticBody3D, **Dynamic** creates a RigidBody3D, **Area** creates an Area3D." -msgstr "" - -msgid "" -"**Physics > Shape Type:** Only visible if **Generate > Physics** is enabled. " -"**Trimesh** allows for precise per-triangle collision, but it can only be " -"used with a **Static** body type. Other types are less precise and may " -"require manual configuration, but can be used with any body type. For static " -"level geometry, use **Trimesh**. For dynamic geometry, use primitive shapes " -"if possible for better performance, or use one of the convex decomposition " -"modes if the shape is large and complex." -msgstr "" - -msgid "" -"**Decomposition > Advanced:** Only visible if **Physics > Shape Type** is " -"**Decompose Convex**. If checked, allows adjusting advanced decomposition " -"options. If disabled, only a preset **Precision** can be adjusted (which is " -"usually sufficient)." -msgstr "" - -msgid "" -"**Decomposition > Precision:** Only visible if **Physics > Shape Type** is " -"**Decompose Convex**. Controls the precision to use for convex " -"decomposition. Higher values result in more detailed collision, at the cost " -"of slower generation and increased CPU usage during physics simulation. To " -"improve performance, it's recommended to keep this value as low as possible " -"for your use cases." -msgstr "" - -msgid "" -"**Occluder > Simplification Distance:** Only visible if **Generate > " -"Occluder** is set to **Mesh + Occluder** or **Occluder Only**. Higher values " -"result in a occluder mesh with fewer vertices (resulting in decreased CPU " -"utilization), at the cost of more occlusion culling issues (such as false " -"positives or false negatives). If you run into objects disappearing when " -"they shouldn't when the camera is near a certain mesh, try decreasing this " -"value." -msgstr "" - -msgid "**Configuring mesh and material import options**" -msgstr "" - -msgid "" -"In the Advanced Import Settings dialog, there are 2 ways to select " -"individual meshes or materials:" -msgstr "" - -msgid "" -"Switch to the **Meshes** or **Materials** tab in the top-left corner of the " -"dialog." -msgstr "" - -msgid "" -"Stay in the **Scene** tab, but unfold the options on the tree view on the " -"left. After choosing a mesh or material, this presents the same information " -"as the **Meshes** and **Materials** tabs, but in a tree view instead of a " -"list." -msgstr "" - -msgid "" -"If you select a mesh, different options will appear in the panel on the " -"right:" -msgstr "" - -msgid "Advanced Import Settings dialog (Meshes tab)" -msgstr "" - -msgid "The options are as follows:" -msgstr "" - -msgid "" -"**Save to File:** Saves the :ref:`class_Mesh` *resource* to an external file " -"(this isn't a scene file). You generally don't need to use this for placing " -"the mesh in a 3D scene – instead, you should instance the 3D scene directly. " -"However, having direct access to the Mesh resource is useful for specific " -"nodes, such as :ref:`class_MeshInstance3D`, :ref:" -"`class_MultiMeshInstance3D`, :ref:`class_GPUParticles3D` or :ref:" -"`class_CPUParticles3D`. - You will also need to specify an output file path " -"using the option that appears after enabling **Save to File**. It's " -"recommended to use the ``.res`` output file extension for smaller file sizes " -"and faster loading speeds, as ``.tres`` is inefficient for writing large " -"amounts of data." -msgstr "" - -msgid "" -"**Generate > Shadow Meshes:** Per-mesh override for the **Meshes > Create " -"Shadow Meshes** scene-wide import option described in :ref:" -"`doc_importing_3d_scenes_using_the_import_dock`. **Default** will use the " -"scene-wide import option, while **Enable** or **Disable** can forcibly " -"enable or disable this behavior on a specific mesh." -msgstr "" - -msgid "" -"**Generate > Lightmap UV:** Per-mesh override for the **Meshes > Light " -"Baking** scene-wide import option described in :ref:" -"`doc_importing_3d_scenes_using_the_import_dock`. **Default** will use the " -"scene-wide import option, while **Enable** or **Disable** can forcibly " -"enable or disable this behavior on a specific mesh. - Setting this to " -"**Enable** on a scene with the **Static** light baking mode is equivalent to " -"configuring this mesh to use **Static Lightmaps**. Setting this to " -"**Disable** on a scene with the **Static Lightmaps** light baking mode is " -"equivalent to configuring this mesh to use **Static** instead." -msgstr "" - -msgid "" -"**Generate > LODs:** Per-mesh override for the **Meshes > Generate LODs** " -"scene-wide import option described in :ref:" -"`doc_importing_3d_scenes_using_the_import_dock`. **Default** will use the " -"scene-wide import option, while **Enable** or **Disable** can forcibly " -"enable or disable this behavior on a specific mesh." -msgstr "" - -msgid "" -"**LODs > Normal Split Angle:** The minimum angle difference between two " -"vertices required to preserve a geometry edge in mesh LOD generation. If " -"running into visual issues with LOD generation, decreasing this value may " -"help (at the cost of less efficient LOD generation)." -msgstr "" - -msgid "" -"**LODs > Normal Merge Angle:** The minimum angle difference between two " -"vertices required to preserve a geometry edge in mesh LOD generation. If " -"running into visual issues with LOD generation, decreasing this value may " -"help (at the cost of less efficient LOD generation)." -msgstr "" - -msgid "" -"If you select a material, only one option will appear in the panel on the " -"right:" -msgstr "" - -msgid "Advanced Import Settings dialog (Materials tab)" -msgstr "" - -msgid "" -"When **Use External** is checked and an output path is specified, this lets " -"you use an external material instead of the material that is included in the " -"original 3D scene file; see the section below." -msgstr "" - -#, fuzzy -msgid "Extracting materials to separate files" -msgstr "Tekstuurien tuonti" - -msgid "" -"While Godot can import materials authored in 3D modeling software, the " -"default configuration may not be suitable for your needs. For example:" -msgstr "" - -msgid "" -"You want to configure material features not supported by your 3D application." -msgstr "" - -msgid "" -"You want to use a different texture filtering mode, as this option is " -"configured in the material since Godot 4.0 (and not in the image)." -msgstr "" - -msgid "" -"You want to replace one of the materials with an entirely different " -"material, such as a custom shader." -msgstr "" - -msgid "" -"To be able to modify the 3D scene's materials in the Godot editor, you need " -"to use *external* material resources." -msgstr "" - -msgid "" -"In the top-left corner of the Advanced Import Settings dialog, choose " -"**Actions… > Extract Materials**:" -msgstr "" - -msgid "" -"Extracting all built-in materials to external resources in the Advanced " -"Import Settings dialog" -msgstr "" - -msgid "" -"After choosing this option, select a folder to extract material ``.tres`` " -"files to, then confirm the extraction:" -msgstr "" - -msgid "" -"Confirming material extraction in the Advanced Import Settings subdialog" -msgstr "" - -msgid "" -"After extracting materials, the 3D scene will automatically be configured to " -"use external material references. As a result, you don't need to manually " -"enable **Use External** on every material to make the external ``.tres`` " -"material effective." -msgstr "" - -msgid "" -"When **Use External** is enabled, remember that the Advanced Import Settings " -"dialog will keep displaying the mesh's original materials (the ones designed " -"in the 3D modeling software). This means your customizations to the " -"materials won't be visible within this dialog. To preview your modified " -"materials, you need to place the imported 3D scene in another scene using " -"the editor." -msgstr "" - -msgid "" -"Godot will not overwrite changes made to extracted materials when the source " -"3D scene is reimported. However, if the material name is changed in the " -"source 3D file, the link between the original material and the extracted " -"material will be lost. As a result, you'll need to use the Advanced Import " -"Settings dialog to associate the renamed material to the existing extracted " -"material." -msgstr "" - -msgid "" -"The above can be done in the dialog's **Materials** tab by selecting the " -"material, enabling **Save to File**, then specifying the save path using the " -"**Path** option that appears after enabling **Save to File**." -msgstr "" - -msgid "Using import scripts for automation" -msgstr "" - -msgid "" -"A special script to process the whole scene after import can be provided. " -"This is great for post-processing, changing materials, doing funny stuff " -"with the geometry, and more." -msgstr "" - -msgid "" -"Create a script that is not attached to any node by right-clicking in the " -"FileSystem dock and choosing **New > Script…**. In the script editor, write " -"the following:" -msgstr "" - -msgid "" -"The ``_post_import(scene: Node)`` function takes the imported scene as " -"argument (the parameter is actually the root node of the scene). The scene " -"that will finally be used **must** be returned (even if the scene can be " -"entirely different)." -msgstr "" - -#, fuzzy -msgid "Using animation libraries" -msgstr "Animaatiopuu" - -msgid "" -"As of Godot 4.0, you can choose to import **only** animations from a glTF " -"file and nothing else. This is used in some asset pipelines to distribute " -"animations separately from models. For example, this allows you to use one " -"set of animations for several characters, without having to duplicate " -"animation data in every character." -msgstr "" - -msgid "" -"To do so, select the glTF file in the FileSystem dock, then change the " -"import mode to Animation Library in the Import dock:" -msgstr "" - -msgid "Changing the import type to Animation Library in the Import dock" -msgstr "" - -msgid "" -"Click **Reimport** and restart the editor when prompted. After restarting, " -"the glTF file will be imported as an :ref:`class_AnimationLibrary` instead " -"of a :ref:`class_PackedScene`. This animation library can then be referenced " -"in an :ref:`class_AnimationPlayer` node." -msgstr "" - -msgid "" -"The import options that are visible after changing the import mode to " -"Animation Library act the same as when using the Scene import mode. See :ref:" -"`doc_importing_3d_scenes_using_the_import_dock` for more information." -msgstr "" - -#, fuzzy -msgid "Filter script" -msgstr "Tiedoston kuvaus" - -msgid "" -"It is possible to specify a filter script in a special syntax to decide " -"which tracks from which animations should be kept." -msgstr "" - -msgid "" -"The filter script is executed against each imported animation. The syntax " -"consists of two types of statements, the first for choosing which animations " -"to filter, and the second for filtering individual tracks within the matched " -"animation. All name patterns are performed using a case-insensitive " -"expression match, with support for ``?`` and ``*`` wildcards (using :ref:" -"`String.matchn() ` under the hood)." -msgstr "" - -msgid "" -"The script must start with an animation filter statement (as denoted by the " -"line beginning with an ``@``). For example, if we would like to apply " -"filters to all imported animations which have a name ending in " -"``\"_Loop\"``::" -msgstr "" - -msgid "" -"Similarly, additional patterns can be added to the same line, separated by " -"commas. Here is a modified example to additionally *include* all animations " -"with names that begin with ``\"Arm_Left\"``, but also *exclude* all " -"animations which have names ending in ``\"Attack\"``::" -msgstr "" - -msgid "" -"Following the animation selection filter statement, we add track filtering " -"patterns to indicate which animation tracks should be kept or discarded. If " -"no track filter patterns are specified, then all tracks within the matched " -"animations will be discarded!" -msgstr "" - -msgid "" -"It's important to note that track filter statements are applied in order for " -"each track within the animation, this means that one line may include a " -"track, a later rule can still discard it. Similarly, a track excluded by an " -"early rule may then be re-included once again by a filter rule further down " -"in the filter script." -msgstr "" - -msgid "" -"For example: include all tracks in animations with names ending in " -"``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end " -"in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" -msgstr "" - -msgid "" -"In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " -"discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" -"Arm_Left_Control\"`` would be retained." -msgstr "" - -msgid "" -"Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." -msgstr "" - -msgid "Storage" -msgstr "" - -msgid "" -"By default, animations are saved as built-in. It is possible to save them to " -"a file instead. This allows adding custom tracks to the animations and " -"keeping them after a reimport." -msgstr "" - -msgid "Optimizer" -msgstr "" - -msgid "" -"When animations are imported, an optimizer is run, which reduces the size of " -"the animation considerably. In general, this should always be turned on " -"unless you suspect that an animation might be broken due to it being enabled." -msgstr "" - -msgid "Clips" -msgstr "" - -msgid "" -"It is possible to specify multiple animations from a single timeline as " -"clips. For this to work, the model must have only one animation that is " -"named ``default``. To create clips, change the clip amount to something " -"greater than zero. You can then name a clip, specify which frames it starts " -"and stops on, and choose whether the animation loops or not." -msgstr "" - -msgid "Scene inheritance" -msgstr "" - -msgid "" -"In many cases, it may be desired to make manual modifications to the " -"imported scene. By default, this is not possible because if the source 3D " -"asset changes, Godot will re-import the *whole* scene." -msgstr "" - -msgid "" -"However, it is possible to make local modifications by using *scene " -"inheritance*. If you try to open the imported scene using **Scene > Open " -"Scene…** or **Scene > Quick Open Scene…**, the following dialog will appear:" -msgstr "" - -msgid "Dialog when opening an imported 3D scene in the editor" -msgstr "" - -msgid "In inherited scenes, the only limitations for modification are:" -msgstr "" - -msgid "" -"Nodes from the base scene can't be removed, but additional nodes can be " -"added anywhere." -msgstr "" - -msgid "" -"Subresources can't be edited. Instead, you need to save them externally as " -"described above." -msgstr "" - -msgid "Other than that, everything is allowed." -msgstr "" - -msgid "Import hints" -msgstr "Tuontivihjeet" - -msgid "" -"Many times, when editing a scene, there are common tasks that need to be " -"done after exporting:" -msgstr "" - -msgid "Adding collision detection to objects." -msgstr "Törmäystunnistuksen lisääminen objekteille." - -msgid "Setting objects as navigation meshes." -msgstr "Objektien asettaminen navigointimesheiksi." - -msgid "" -"Deleting nodes that are not used in the game engine (like specific lights " -"used for modelling)." -msgstr "" - -msgid "" -"To simplify this workflow, Godot offers several suffixes that can be added " -"to the names of the objects in your 3D modelling software. When imported, " -"Godot will detect suffixes in object names and will perform actions " -"automatically." -msgstr "" - -msgid "All the suffixes described below are **case-sensitive**." -msgstr "" - -msgid "Remove nodes (-noimp)" -msgstr "" - -msgid "" -"Objects that have the ``-noimp`` suffix will be removed at import-time no " -"matter what their type is. They will not appear in the imported scene." -msgstr "" - -msgid "" -"This is equivalent to enabling **Skip Import** for a node in the Advanced " -"Import Settings dialog." -msgstr "" - -msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" -msgstr "" - -msgid "" -"The option ``-col`` will work only for Mesh objects. If it is detected, a " -"child static collision node will be added, using the same geometry as the " -"mesh. This will create a triangle mesh collision shape, which is a slow, but " -"accurate option for collision detection. This option is usually what you " -"want for level geometry (but see also ``-colonly`` below)." -msgstr "" - -msgid "" -"The option ``-convcol`` will create a :ref:`class_ConvexPolygonShape3D` " -"instead of a :ref:`class_ConcavePolygonShape3D`. Unlike triangle meshes " -"which can be concave, a convex shape can only accurately represent a shape " -"that doesn't have any concave angles (a pyramid is convex, but a hollow box " -"is concave). Due to this, convex collision shapes are generally not suited " -"for level geometry. When representing simple enough meshes, convex collision " -"shapes can result in better performance compared to a triangle collision " -"shape. This option is ideal for simple or dynamic objects that require " -"mostly-accurate collision detection." -msgstr "" - -msgid "" -"However, in both cases, the visual geometry may be too complex or not smooth " -"enough for collisions. This can create physics glitches and slow down the " -"engine unnecessarily." -msgstr "" - -msgid "" -"To solve this, the ``-colonly`` modifier exists. It will remove the mesh " -"upon importing and will create a :ref:`class_StaticBody3D` collision " -"instead. This helps the visual mesh and actual collision to be separated." -msgstr "" - -msgid "" -"The option ``-convcolonly`` works in a similar way, but will create a :ref:" -"`class_ConvexPolygonShape3D` instead using convex decomposition." -msgstr "" - -msgid "" -"With Collada files, the option ``-colonly`` can also be used with Blender's " -"empty objects. On import, it will create a :ref:`class_StaticBody3D` with a " -"collision node as a child. The collision node will have one of a number of " -"predefined shapes, depending on Blender's empty draw type:" -msgstr "" - -msgid "Choosing a draw type for an Empty on creation in Blender" -msgstr "" - -msgid "Single arrow will create a :ref:`class_SeparationRayShape3D`." -msgstr "" - -#, fuzzy -msgid "Cube will create a :ref:`class_BoxShape3D`." -msgstr ":ref:`CSGPolygon `" - -msgid "Image will create a :ref:`class_WorldBoundaryShape3D`." -msgstr "" - -msgid "" -"Sphere (and the others not listed) will create a :ref:`class_SphereShape3D`." -msgstr "" - -msgid "" -"When possible, **try to use a few primitive collision shapes** instead of " -"triangle mesh or convex shapes. Primitive shapes often have the best " -"performance and reliability." -msgstr "" - -msgid "" -"For better visibility on Blender's editor, you can set the \"X-Ray\" option " -"on collision empties and set some distinct color for them by changing **Edit " -"> Preferences > Themes > 3D Viewport > Empty**." -msgstr "" - -msgid "" -"If using Blender 2.79 or older, follow these steps instead: **User " -"Preferences > Themes > 3D View > Empty**." -msgstr "" - -msgid "" -"See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision " -"shapes." -msgstr "" - -msgid "Create navigation (-navmesh)" -msgstr "" - -msgid "" -"A mesh node with the ``-navmesh`` suffix will be converted to a navigation " -"mesh. The original Mesh object will be removed at import-time." -msgstr "" - -msgid "Create a VehicleBody (-vehicle)" -msgstr "" - -msgid "" -"A mesh node with the ``-vehicle`` suffix will be imported as a child to a :" -"ref:`class_VehicleBody3D` node." -msgstr "" - -msgid "Create a VehicleWheel (-wheel)" -msgstr "" - -msgid "" -"A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:" -"`class_VehicleWheel3D` node." -msgstr "" - -msgid "Rigid Body (-rigid)" -msgstr "" - -msgid "" -"A mesh node with the ``-rigid`` suffix will be imported as a :ref:" -"`class_RigidBody3D`." -msgstr "" - -msgid "Animation loop (-loop, -cycle)" -msgstr "" - -msgid "" -"Animation clips in the source 3D file that start or end with the token " -"``loop`` or ``cycle`` will be imported as a Godot :ref:`class_Animation` " -"with the loop flag set. **Unlike the other suffixes described above, this " -"does not require a hyphen.**" -msgstr "" - -msgid "" -"In Blender, this requires using the NLA Editor and naming the Action with " -"the ``loop`` or ``cycle`` prefix or suffix." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po deleted file mode 100644 index 702397f9a9..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ /dev/null @@ -1,205 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Importing translations" -msgstr "" - -msgid "Games and internationalization" -msgstr "" - -msgid "" -"The gaming community isn't monolingual or monocultural. It's made up of many " -"different languages and cultures - just like the Godot community! If you " -"want to allow players to experience your game in their language, one of " -"things you'll need to provide is text translations, which Godot supports via " -"internationalized text." -msgstr "" - -msgid "" -"In regular desktop or mobile applications, internationalized text is usually " -"located in resource files (or .po files for GNU stuff). Games, however, can " -"use several orders of magnitude more text than applications, so they must " -"support efficient methods for dealing with loads of multilingual text." -msgstr "" - -msgid "" -"There are two approaches to generate multilingual language games and " -"applications. Both are based on a key:value system. The first is to use one " -"of the languages as the key (usually English), the second is to use a " -"specific identifier. The first approach is probably easier for development " -"if a game is released first in English, later in other languages, but a " -"complete nightmare if working with many languages at the same time." -msgstr "" - -msgid "" -"In general, games use the second approach and a unique ID is used for each " -"string. This allows you to revise the text while it is being translated to " -"other languages. The unique ID can be a number, a string, or a string with a " -"number (it's just a unique string anyway)." -msgstr "" - -msgid "" -"If you need a more powerful file format, Godot also supports loading " -"translations written in the gettext ``.po`` format. See :ref:" -"`doc_localization_using_gettext` for details." -msgstr "" - -msgid "Translation format" -msgstr "" - -msgid "" -"To complete the picture and allow efficient support for translations, Godot " -"has a special importer that can read CSV files. Most spreadsheet editors can " -"export to this format, so the only requirement is that the files have a " -"special arrangement. The CSV files **must** be saved with UTF-8 encoding " -"without a `byte order mark `__." -msgstr "" - -msgid "CSV files must be formatted as follows:" -msgstr "" - -msgid "keys" -msgstr "keys (avainruudut)" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "" -msgstr "" - -msgid "KEY1" -msgstr "" - -msgid "string" -msgstr "" - -msgid "KEY2" -msgstr "" - -msgid "KEYN" -msgstr "" - -msgid "" -"The \"lang\" tags must represent a language, which must be one of the :ref:" -"`valid locales ` supported by the engine. The \"KEY\" tags must " -"be unique and represent a string universally (they are usually in uppercase, " -"to differentiate from other strings). These keys will be replaced at runtime " -"by the matching translated string. Note that the case is important, \"KEY1\" " -"and \"Key1\" will be different keys. The top-left cell is ignored and can be " -"left empty or having any content. Here's an example:" -msgstr "" - -msgid "en" -msgstr "" - -msgid "es" -msgstr "" - -msgid "ja" -msgstr "" - -msgid "GREET" -msgstr "" - -msgid "Hello, friend!" -msgstr "" - -msgid "Hola, amigo!" -msgstr "" - -msgid "こんにちは" -msgstr "" - -msgid "ASK" -msgstr "" - -msgid "How are you?" -msgstr "" - -msgid "Cómo está?" -msgstr "" - -msgid "元気ですか" -msgstr "" - -msgid "BYE" -msgstr "" - -msgid "Goodbye" -msgstr "" - -msgid "Adiós" -msgstr "" - -msgid "さようなら" -msgstr "" - -msgid "QUOTE" -msgstr "" - -msgid "\"Hello\" said the man." -msgstr "" - -msgid "\"Hola\" dijo el hombre." -msgstr "" - -msgid "「こんにちは」男は言いました" -msgstr "" - -msgid "" -"The same example is shown below as a comma-separated plain text file, which " -"should be the result of editing the above in a spreadsheet. When editing the " -"plain text version, be sure to enclose with double quotes any message that " -"contains commas, line breaks or double quotes, so that commas are not parsed " -"as delimiters, line breaks don't create new entries and double quotes are " -"not parsed as enclosing characters. Be sure to escape any double quotes a " -"message may contain by preceding them with another double quote. " -"Alternatively, you can select another delimiter than comma in the import " -"options." -msgstr "" - -msgid "CSV importer" -msgstr "CSV-tuoja" - -msgid "" -"Godot will treat CSV files as translations by default. It will import them " -"and generate one or more compressed translation resource files next to it." -msgstr "" - -msgid "" -"Importing will also add the translation to the list of translations to load " -"when the game runs, specified in project.godot (or the project settings). " -"Godot allows loading and removing translations at runtime as well." -msgstr "" - -msgid "" -"Select the ``.csv`` file and access the **Import** dock to define import " -"options. You can toggle the compression of the imported translations, and " -"select the delimiter to use when parsing the CSV file." -msgstr "" - -msgid "Be sure to click **Reimport** after any change to these options." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/index.po deleted file mode 100644 index 9a68bbc567..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Assets pipeline" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po deleted file mode 100644 index 98f41d3753..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ /dev/null @@ -1,282 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Retargeting 3D Skeletons" -msgstr "Luurangon luonti" - -msgid "To share animations among multiple Skeletons" -msgstr "" - -msgid "" -"Godot has Position/Rotation/Scale 3D tracks (which this document calls " -"\"Transform\" tracks) with Nodepaths to bones for Skeleton bone animation. " -"This means you can't share animations between multiple Skeletons just by " -"using the same bone names." -msgstr "" - -msgid "" -"Godot allows each bone to have a parent-child relationship and can have " -"rotation and scale as well as position, which means that bones that share a " -"name can still have different Transform values." -msgstr "" - -msgid "" -"The Skeleton stores the Transform values necessary for the default pose as " -"Bone Rest. If Bone Pose is equal to Bone Rest, it means that the Skeleton is " -"in the default pose." -msgstr "" - -msgid "" -"Godot 3.x and Godot 4.0+ have different Bone Pose behaviors. In Godot 3.x, " -"Bone Pose is relative to Bone Rest, but in Godot 4.0+, it includes Bone " -"Rest. See this `article `__." -msgstr "" - -msgid "" -"Skeletal models have different Bone Rests depending on the environment from " -"which they were exported. For example, the bones of a glTF model output from " -"Blender have \"Edit Bone Orientation\" as the Bone Rest rotation. However, " -"there are skeletal models without any Bone Rest rotations, such as the glTF " -"model output from Maya." -msgstr "" - -msgid "" -"To share animations in Godot, it is necessary to match Bone Rests as well as " -"Bone Names to remove unwanted tracks in some cases. In Godot 4.0+, you can " -"do that using the scene importer." -msgstr "" - -msgid "Options for Retargeting" -msgstr "" - -msgid "Bone Map" -msgstr "" - -msgid "" -"When you select the Skeleton3D node in the advanced scene import menu, a " -"menu will appear on the right-hand side containing the \"Retarget\" section. " -"The Retarget section has a single property ``bone_map``." -msgstr "" - -msgid "" -"With the Skeleton node selected, first set up a new :ref:`class_bonemap` " -"and :ref:`class_skeletonprofile`. Godot has a preset called :ref:" -"`class_skeletonprofilehumanoid` for humanoid models. This tutorial proceeds " -"with the assumption that you are using :ref:`class_skeletonprofilehumanoid`." -msgstr "" - -msgid "" -"If you need a profile for a model such as a beast or creature, you can " -"export a :ref:`class_skeletonprofile` from SkeletonEditor with some " -"information converted from Skeleton." -msgstr "" - -msgid "" -"When you use :ref:`class_skeletonprofilehumanoid`, auto-mapping will be " -"performed when the :ref:`class_skeletonprofile` is set. If the auto-mapping " -"does not work well, you can map bones manually." -msgstr "" - -msgid "" -"Any missing, duplicate or incorrect parent-child relationship mappings will " -"be indicated by a magenta / red button (depending on the editor setting). It " -"does not block the import process, but it warns that animations may not be " -"shared correctly." -msgstr "" - -msgid "" -"The auto-mapping uses pattern matching for the bone names. So we recommend " -"to use common English names for bones." -msgstr "" - -msgid "" -"After you set up the ``bone_map``, several options are available in the " -"sections below." -msgstr "" - -#, fuzzy -msgid "Remove Tracks" -msgstr "Poista kaikki keskeytyskohdat" - -msgid "" -"If you import resources as an :ref:`class_animationlibrary` that will be " -"shared, we recommend to enable these options. However, if you import " -"resources as scenes, these should be disabled in some cases. For example, if " -"you import a character with animated accessories, these options may cause " -"the accessories to not animate." -msgstr "" - -#, fuzzy -msgid "Except Bone Transform" -msgstr "Tyhjennä muunnos" - -msgid "Removes any tracks except the bone Transform track from the animations." -msgstr "" - -#, fuzzy -msgid "Unimportant Positions" -msgstr "Tuontiasetukset" - -msgid "" -"Removes Position tracks other than ``root_bone`` and ``scale_base_bone`` " -"defined in :ref:`class_skeletonprofile` from the animations. In :ref:" -"`class_skeletonprofilehumanoid`, this means that to remove Position tracks " -"other than \"Root\" and \"Hips\". Since Godot 4.0+, animations include Bone " -"Rest in the Transform value. If you disable this option, the animation may " -"change the body shape unpredictably." -msgstr "" - -msgid "Unmapped Bones" -msgstr "" - -msgid "Removes unmapped bone Transform tracks from the animations." -msgstr "" - -#, fuzzy -msgid "Bone Renamer" -msgstr "Niputettu uudelleennimeäminen" - -msgid "Rename Bones" -msgstr "" - -msgid "Rename the mapped bones." -msgstr "" - -#, fuzzy -msgid "Unique Node" -msgstr "Leikkaa solmut" - -msgid "" -"Makes Skeleton a unique node with the name specified in the " -"``skeleton_name``. This allows the animation track paths to be unified " -"independent of the scene hierarchy." -msgstr "" - -msgid "Rest Fixer" -msgstr "" - -msgid "" -"Reference poses defined in :ref:`class_skeletonprofilehumanoid` have the " -"following rules:" -msgstr "" - -msgid "The humanoid is T-pose" -msgstr "" - -msgid "The humanoid is facing +Z in the Right-Handed Y-UP Coordinate System" -msgstr "" - -msgid "The humanoid should not have a Transform as Node" -msgstr "" - -msgid "Directs the +Y axis from the parent joint to the child joint" -msgstr "" - -msgid "+X rotation bends the joint like a muscle contracting" -msgstr "" - -msgid "" -"These rules are convenient definitions for blend animation and Inverse " -"Kinematics (IK). If your model does not match this definition, you need to " -"fix it with these options." -msgstr "" - -#, fuzzy -msgid "Apply Node Transform" -msgstr "Tyhjennä muunnos" - -msgid "" -"If the asset is not exported correctly for sharing, the imported Skeleton " -"may have a Transform as a Node. For example, a glTF exported from Blender " -"with no \"Apply Transform\" executed is one such case. It looks like the " -"model matches the definition, but the internal Transforms are different from " -"the definition. This option fixes such models by applying Transforms on " -"import." -msgstr "" - -msgid "" -"If the imported scene contains objects other than Skeletons, this option may " -"have a negative effect." -msgstr "" - -msgid "Normalize Position Tracks" -msgstr "" - -msgid "" -"Position track is used mostly for model movement, but sharing the moving " -"animation between models with different heights may cause the appearance of " -"slipping due to the difference in stride length. This option normalizes the " -"Position track values based on the ``scale_base_bone`` height. The " -"``scale_base_bone`` height is stored in the Skeleton as the " -"``motion_scale``, and the normalized Position track values is multiplied by " -"that value on playback. If this option is disabled, the Position tracks is " -"not normalized and the Skeleton's ``motion_scale`` is always imported as " -"``1.0``." -msgstr "" - -msgid "" -"With :ref:`class_skeletonprofilehumanoid`, ``scale_base_bone`` is \"Hips\", " -"therefore the Hips' height is used as the ``motion_scale``." -msgstr "" - -msgid "Overwrite Axis" -msgstr "" - -msgid "" -"Unifies the models' Bone Rests by overwriting it to match the reference " -"poses defined in the :ref:`class_skeletonprofile`." -msgstr "" - -msgid "" -"This is the most important option for sharing animations in Godot 4.0+, but " -"be aware that this option can produce horrible results **if the original " -"Bone Rest set externally is important**. If you want to share animations " -"with keeping the original Bone Rest, consider to use the `Realtime Retarget " -"Module `__." -msgstr "" - -msgid "Fix Silhouette" -msgstr "" - -msgid "" -"Attempts to make the model's silhouette match that of the reference poses " -"defined in the :ref:`class_skeletonprofile`, such as T-Pose. This cannot fix " -"silhouettes which are too different, and it may not work for fixing bone " -"roll." -msgstr "" - -msgid "" -"With :ref:`class_skeletonprofilehumanoid`, this option does not need to be " -"enabled for T-pose models, but should be enabled for A-pose models. However " -"in that case, the fixed foot results may be bad depending on the heel height " -"of the model, so it may be necessary to add the :ref:`class_skeletonprofile` " -"bone names you do not want fixed in the ``filter`` array, as in the below " -"example." -msgstr "" - -msgid "" -"Also, for models with bent knees or feet, it may be necessary to adjust the " -"``scale_base_bone`` height. For that, you can use ``base_height_adjustment`` " -"option." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po deleted file mode 100644 index 68c1df3246..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_buses.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio buses" -msgstr "Ääniväylät" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Godot's audio processing code has been written with games in mind, with the " -"aim of achieving an optimal balance between performance and sound quality." -msgstr "" - -msgid "" -"Godot's audio engine allows any number of audio buses to be created and any " -"number of effect processors can be added to each bus. Only the hardware of " -"the device running your game will limit the number of buses and effects that " -"can be used before performance starts to suffer." -msgstr "" - -msgid "Decibel scale" -msgstr "" - -msgid "" -"Godot's sound interface is designed to meet the expectations of sound design " -"professionals. To this end, it primarily uses the decibel scale." -msgstr "" - -msgid "For those unfamiliar with it, it can be explained with a few facts:" -msgstr "" - -msgid "" -"The decibel (dB) scale is a relative scale. It represents the ratio of sound " -"power by using 20 times the base 10 logarithm of the ratio (20 × log\\ :sub:" -"`10`\\ (P/P\\ :sub:`0`\\ ))." -msgstr "" - -msgid "" -"For every 6 dB, sound amplitude doubles or halves. 12 dB represents a factor " -"of 4, 18 dB a factor of 8, 20 dB a factor of 10, 40 dB a factor of 100, etc." -msgstr "" - -msgid "" -"Since the scale is logarithmic, true zero (no audio) can't be represented." -msgstr "" - -msgid "" -"0 dB is the maximum amplitude possible in a digital audio system. This limit " -"is not the human limit, but a limit from the sound hardware. Audio with " -"amplitudes that are too high to be represented properly below 0 dB create a " -"kind of distortion called *clipping*." -msgstr "" - -msgid "" -"To avoid clipping, your sound mix should be arranged so that the output of " -"the *master bus* (more on that later) never exceeds 0 dB." -msgstr "" - -msgid "" -"Every 6 dB below the 0 dB limit, sound energy is *halved*. It means the " -"sound volume at -6 dB is half as loud as 0dB. -12 dB is half as loud as -6 " -"dB and so on." -msgstr "" - -msgid "" -"When working with decibels, sound is considered no longer audible between " -"-60 dB and -80 dB. This makes your working range generally between -60 dB " -"and 0 dB." -msgstr "" - -msgid "" -"This can take a bit getting used to, but it's friendlier in the end and will " -"allow you to communicate better with audio professionals." -msgstr "" - -msgid "Audio buses can be found in the bottom panel of the Godot editor:" -msgstr "" - -msgid "" -"An *audio bus* (also called an *audio channel*) can be considered a place " -"that audio is channeled through on the way to playback through a device's " -"speakers. Audio data can be *modified* and *re-routed* by an audio bus. An " -"audio bus has a VU meter (the bars that light up when sound is played) which " -"indicates the amplitude of the signal passing through." -msgstr "" - -msgid "" -"The leftmost bus is the *master bus*. This bus outputs the mix to your " -"speakers so, as mentioned in the *Decibel scale* section above, make sure " -"that your mix level doesn't reach 0 dB in this bus. The rest of the audio " -"buses can be flexibly routed. After modifying the sound, they send it to " -"another bus to the left. The destination bus can be specified for each of " -"the non-master audio buses. Routing always passes audio from buses on the " -"right to buses further to the left. This avoids infinite routing loops." -msgstr "" - -msgid "" -"In the above image, the output of *Bus 2* has been routed to the *Master* " -"bus." -msgstr "" - -msgid "Playback of audio through a bus" -msgstr "" - -msgid "" -"To test passing audio to a bus, create an AudioStreamPlayer node, load an " -"AudioStream and select a target bus for playback:" -msgstr "" - -msgid "Finally, toggle the **Playing** property to **On** and sound will flow." -msgstr "" - -msgid "" -"You may also be interested in reading about :ref:`doc_audio_streams` now." -msgstr "" - -msgid "Adding effects" -msgstr "Efektien lisäys" - -msgid "" -"Audio buses can contain all sorts of effects. These effects modify the sound " -"in one way or another and are applied in order." -msgstr "" - -#, fuzzy -msgid "For information on what each effect does, see :ref:`doc_audio_effects`." -msgstr "" -"Saadaksesi lisää tietoja säikeistä, katso :ref:`doc_using_multiple_threads`." - -msgid "Automatic bus disabling" -msgstr "" - -msgid "" -"There is no need to disable buses manually when not in use. Godot detects " -"that the bus has been silent for a few seconds and disables it (including " -"all effects)." -msgstr "" - -msgid "Disabled buses have a blue VU meter instead of a red-green one." -msgstr "" - -msgid "Bus rearrangement" -msgstr "" - -msgid "" -"Stream Players use bus names to identify a bus, which allows adding, " -"removing and moving buses around while the reference to them is kept. " -"However, if a bus is renamed, the reference will be lost and the Stream " -"Player will output to Master. This system was chosen because rearranging " -"buses is a more common process than renaming them." -msgstr "" - -msgid "Default bus layout" -msgstr "" - -msgid "" -"The default bus layout is automatically saved to the ``res://" -"default_bus_layout.tres`` file. Custom bus arrangements can be saved and " -"loaded from disk." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_effects.po deleted file mode 100644 index 59cb68a371..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_effects.po +++ /dev/null @@ -1,269 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#, fuzzy -msgid "Audio effects" -msgstr "Efektien lisäys" - -msgid "" -"Godot includes several audio effects that can be added to an audio bus to " -"alter every sound file that goes through that bus." -msgstr "" - -msgid "" -"Try them all out to get a sense of how they alter sound. Here follows a " -"short description of the available effects:" -msgstr "" - -msgid "Amplify" -msgstr "" - -msgid "" -"Amplify changes the amplitude of the signal. Some care needs to be taken. " -"Setting the level too high can make the sound clip, which is usually " -"undesirable." -msgstr "" - -msgid "BandLimit and BandPass" -msgstr "" - -msgid "" -"These are resonant filters which block frequencies around the *Cutoff* " -"point. BandPass can be used to simulate sound passing through an old " -"telephone line or megaphone. Modulating the BandPass frequency can simulate " -"the sound of a wah-wah guitar pedal, think of the guitar in Jimi Hendrix's " -"*Voodoo Child (Slight Return)*." -msgstr "" - -msgid "Capture" -msgstr "Kaappaa" - -msgid "" -"The Capture effect copies the audio frames of the audio bus that it is on " -"into an internal buffer. This can be used to capture data from the " -"microphone or to transmit audio over the network in real-time." -msgstr "" - -msgid "Chorus" -msgstr "" - -msgid "" -"The Chorus effect duplicates the incoming audio, delays the duplicate " -"slightly and uses an LFO to continuously modulate the pitch of the " -"duplicated signal before mixing the duplicated signal(s) and the original " -"together again. This creates a shimmering effect and adds stereo width to " -"the sound." -msgstr "" - -msgid "Compressor" -msgstr "" - -msgid "" -"A dynamic range compressor automatically attenuates the level of the " -"incoming signal when its amplitude exceeds a certain threshold. The level of " -"attenuation applied is proportional to how far the incoming audio exceeds " -"the threshold. The compressor's Ratio parameter controls the degree of " -"attenuation. One of the main uses of a compressor is to reduce the dynamic " -"range of signals with very loud and quiet parts. Reducing the dynamic range " -"of a signal can make it easier to mix." -msgstr "" - -msgid "The compressor has many uses. For example:" -msgstr "" - -msgid "It can be used in the Master bus to compress the whole output." -msgstr "" - -msgid "" -"It can be used in voice channels to ensure they sound as even as possible." -msgstr "" - -msgid "" -"It can be *sidechained*. This means it can reduce the sound level of one " -"signal using the level of another audio bus for threshold detection. This " -"technique is very common in video game mixing to \"duck\" the level of music " -"or sound effects when voices need to be heard." -msgstr "" - -msgid "" -"It can accentuate transients by using a slower attack. This can make sound " -"effects more punchy." -msgstr "" - -msgid "" -"If your goal is to prevent a signal from exceeding a given amplitude " -"altogether, rather than to reduce the dynamic range of the signal, a :ref:" -"`limiter ` is likely a better choice than a " -"compressor." -msgstr "" - -msgid "Delay" -msgstr "" - -msgid "" -"Adds an \"echo\" effect with a feedback loop. It can be used together with " -"*Reverb* to simulate wide rooms, canyons, etc. where sound bounces are far " -"apart." -msgstr "" - -msgid "Distortion" -msgstr "" - -msgid "" -"Makes the sound distorted. Godot offers several types of distortion: " -"*overdrive*, *tan* and *bit crushing*. Distortion can be used to simulate " -"sound coming through a low-quality speaker or device." -msgstr "" - -msgid "EQ" -msgstr "" - -msgid "" -"EQ is what all other equalizers inherit from. It can be extended with Custom " -"scripts to create an equalizer with a custom number of bands." -msgstr "" - -msgid "EQ6, EQ10, EQ21" -msgstr "" - -msgid "" -"Godot provides three equalizers with different numbers of bands. An " -"equalizer on the Master bus can be useful to cut frequencies that the " -"device's speakers can't reproduce well (e.g. a mobile phone's speakers won't " -"reproduce bass content well). The equalizer effect can be disabled when " -"headphones are plugged in." -msgstr "" - -msgid "Filter" -msgstr "" - -msgid "" -"Filter is what all other filters inherit from and should not be used " -"directly." -msgstr "" - -msgid "HighPassFilter" -msgstr "" - -msgid "" -"Cuts frequencies below a specific *Cutoff* frequency. HighPassFilter is used " -"to reduce the bass content of a signal." -msgstr "" - -msgid "HighShelfFilter" -msgstr "" - -msgid "Reduces all frequencies above a specific *Cutoff* frequency." -msgstr "" - -msgid "Limiter" -msgstr "" - -msgid "" -"A limiter is similar to a compressor, but it's less flexible and designed to " -"prevent a signal's amplitude exceeding a given dB threshold. Adding a " -"limiter to the Master bus is a safeguard against clipping." -msgstr "" - -msgid "LowPassFilter" -msgstr "" - -msgid "" -"Cuts frequencies above a specific *Cutoff* frequency and can also resonate " -"(boost frequencies close to the *Cutoff* frequency). Low pass filters can be " -"used to simulate \"muffled\" sound. For instance, underwater sounds, sounds " -"blocked by walls, or distant sounds." -msgstr "" - -msgid "LowShelfFilter" -msgstr "" - -msgid "Reduces all frequencies below a specific *Cutoff* frequency." -msgstr "" - -msgid "NotchFilter" -msgstr "" - -msgid "" -"The opposite of the BandPassFilter, it removes a band of sound from the " -"frequency spectrum at a given *Cutoff* frequency." -msgstr "" - -msgid "Panner" -msgstr "" - -msgid "" -"The Panner allows the stereo balance of a signal to be adjusted between the " -"left and right channels (wear headphones to audition this effect)." -msgstr "" - -msgid "Phaser" -msgstr "" - -msgid "" -"It probably does not make much sense to explain that this effect is formed " -"by two signals being dephased and cancelling each other out. You can make a " -"Darth Vader voice with it, or jet-like sounds." -msgstr "" - -msgid "PitchShift" -msgstr "" - -msgid "" -"This effect allows the adjustment of the signal's pitch independently of its " -"speed. All frequencies can be increased/decreased with minimal effect on " -"transients. PitchShift can be useful to create unusually high or deep voices." -msgstr "" - -msgid "Record" -msgstr "" - -msgid "The Record effect allows the user to record sound from a microphone." -msgstr "" - -msgid "Reverb" -msgstr "" - -msgid "" -"Reverb simulates rooms of different sizes. It has adjustable parameters that " -"can be tweaked to obtain the sound of a specific room. Reverb is commonly " -"outputted from :ref:`Area3Ds ` (see :ref:`Reverb buses " -"`), or to apply a \"chamber\" feel to all " -"sounds." -msgstr "" - -msgid "SpectrumAnalyzer" -msgstr "" - -msgid "" -"This effect doesn't alter audio, instead, you add this effect to buses you " -"want a spectrum analysis of. This would typically be used for audio " -"visualization. A demo project using this can be found `here `__." -msgstr "" - -msgid "StereoEnhance" -msgstr "" - -msgid "" -"This effect uses a few algorithms to enhance a signal's stereo spectrum." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po deleted file mode 100644 index 8e282c242f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/audio_streams.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio streams" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"As you might have already read in :ref:`doc_audio_buses`, sound is sent to " -"each bus via an AudioStreamPlayer node. There are different kinds of " -"AudioStreamPlayers. Each one loads an AudioStream and plays it back." -msgstr "" - -msgid "AudioStream" -msgstr "" - -msgid "" -"An audio stream is an abstract object that emits sound. The sound can come " -"from many places, but is most commonly loaded from the filesystem. Audio " -"files can be loaded as AudioStreams and placed inside an AudioStreamPlayer. " -"You can find information on supported formats and differences in :ref:" -"`doc_importing_audio_samples`." -msgstr "" - -msgid "" -"There are other types of AudioStreams, such as AudioStreamRandomPitch. This " -"one makes a random adjustment to the sound's pitch every time it's played " -"back. This can be helpful for adding variation to sounds that are played " -"back often." -msgstr "" - -msgid "AudioStreamPlayer" -msgstr "" - -msgid "" -"This is the standard, non-positional stream player. It can play to any bus. " -"In 5.1 sound setups, it can send audio to stereo mix or front speakers." -msgstr "" - -msgid "AudioStreamPlayer2D" -msgstr "" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 2D positional " -"environment. When close to the left of the screen, the panning will go left. " -"When close to the right side, it will go right." -msgstr "" - -msgid "" -"Area2Ds can be used to divert sound from any AudioStreamPlayer2Ds they " -"contain to specific buses. This makes it possible to create buses with " -"different reverb or sound qualities to handle action happening in a " -"particular parts of your game world." -msgstr "" - -msgid "AudioStreamPlayer3D" -msgstr "" - -msgid "" -"This is a variant of AudioStreamPlayer, but emits sound in a 3D positional " -"environment. Depending on the location of the player relative to the screen, " -"it can position sound in stereo, 5.1 or 7.1 depending on the chosen audio " -"setup." -msgstr "" - -msgid "" -"Similar to AudioStreamPlayer2D, an Area can divert the sound to an audio bus." -msgstr "" - -msgid "" -"Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced " -"options:" -msgstr "" - -msgid "Reverb buses" -msgstr "" - -msgid "" -"Godot allows for 3D audio streams that enter a specific Area node to send " -"dry and wet audio to separate buses. This is useful when you have several " -"reverb configurations for different types of rooms. This is done by enabling " -"this type of reverb in the **Reverb Bus** section of the Area's properties:" -msgstr "" - -msgid "" -"At the same time, a special bus layout is created where each area receives " -"the reverb info from each area. A Reverb effect needs to be created and " -"configured in each reverb bus to complete the setup for the desired effect:" -msgstr "" - -msgid "" -"The Area's **Reverb Bus** section also has a parameter named **Uniformity**. " -"Some types of rooms bounce sounds more than others (like a warehouse), so " -"reverberation can be heard almost uniformly across the room even though the " -"source may be far away. Playing around with this parameter can simulate that " -"effect." -msgstr "" - -msgid "Doppler" -msgstr "" - -msgid "" -"When the relative velocity between an emitter and listener changes, this is " -"perceived as an increase or decrease in the pitch of the emitted sound. " -"Godot can track velocity changes in the AudioStreamPlayer3D and Camera " -"nodes. Both nodes have this property, which must be enabled manually:" -msgstr "" - -msgid "" -"Enable it by setting it depending on how objects will be moved: use **Idle** " -"for objects moved using ``_process``, or **Physics** for objects moved using " -"``_physics_process``. The tracking will happen automatically." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po deleted file mode 100644 index 220ff2d695..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Audio" -msgstr "Äänet" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po deleted file mode 100644 index 869c28f0fc..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ /dev/null @@ -1,85 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Recording with microphone" -msgstr "" - -msgid "" -"Godot supports in-game audio recording for Windows, macOS, Linux, Android " -"and iOS." -msgstr "" - -msgid "" -"A simple demo is included in the official demo projects and will be used as " -"support for this tutorial: ``_." -msgstr "" - -msgid "" -"You will need to enable audio input in the project settings, or you'll just " -"get empty audio files." -msgstr "" - -msgid "The structure of the demo" -msgstr "Demon rakenne" - -msgid "" -"The demo consists of a single scene. This scene includes two major parts: " -"the GUI and the audio." -msgstr "" - -msgid "" -"We will focus on the audio part. In this demo, a bus named ``Record`` with " -"the effect ``Record`` is created to handle the audio recording. An " -"``AudioStreamPlayer`` named ``AudioStreamRecord`` is used for recording." -msgstr "" - -msgid "" -"The audio recording is handled by the :ref:`class_AudioEffectRecord` " -"resource which has three methods: :ref:`get_recording() " -"`, :ref:`is_recording_active() " -"`, and :ref:" -"`set_recording_active() " -"`." -msgstr "" - -msgid "" -"At the start of the demo, the recording effect is not active. When the user " -"presses the ``RecordButton``, the effect is enabled with " -"``set_recording_active(true)``." -msgstr "" - -msgid "" -"On the next button press, as ``effect.is_recording_active()`` is ``true``, " -"the recorded stream can be stored into the ``recording`` variable by calling " -"``effect.get_recording()``." -msgstr "" - -msgid "" -"To playback the recording, you assign the recording as the stream of the " -"``AudioStreamPlayer`` and call ``play()``." -msgstr "" - -msgid "" -"To save the recording, you call ``save_to_wav()`` with the path to a file. " -"In this demo, the path is defined by the user via a ``LineEdit`` input box." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po deleted file mode 100644 index 3a93286430..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ /dev/null @@ -1,158 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Sync the gameplay with audio and music" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"In any application or game, sound and music playback will have a slight " -"delay. For games, this delay is often so small that it is negligible. Sound " -"effects will come out a few milliseconds after any play() function is " -"called. For music this does not matter as in most games it does not interact " -"with the gameplay." -msgstr "" - -msgid "" -"Still, for some games (mainly, rhythm games), it may be required to " -"synchronize player actions with something happening in a song (usually in " -"sync with the BPM). For this, having more precise timing information for an " -"exact playback position is useful." -msgstr "" - -msgid "" -"Achieving very low playback timing precision is difficult. This is because " -"many factors are at play during audio playback:" -msgstr "" - -msgid "" -"Audio is mixed in chunks (not continuously), depending on the size of audio " -"buffers used (check latency in project settings)." -msgstr "" - -msgid "Mixed chunks of audio are not played immediately." -msgstr "" - -msgid "Graphics APIs display two or three frames late." -msgstr "" - -msgid "When playing on TVs, some delay may be added due to image processing." -msgstr "" - -msgid "" -"The most common way to reduce latency is to shrink the audio buffers (again, " -"by editing the latency setting in the project settings). The problem is that " -"when latency is too small, sound mixing will require considerably more CPU. " -"This increases the risk of skipping (a crack in sound because a mix callback " -"was lost)." -msgstr "" - -msgid "" -"This is a common tradeoff, so Godot ships with sensible defaults that should " -"not need to be altered." -msgstr "" - -msgid "" -"The problem, in the end, is not this slight delay but synchronizing graphics " -"and audio for games that require it. Beginning with Godot 3.2, some helpers " -"were added to obtain more precise playback timing." -msgstr "" - -msgid "Using the system clock to sync" -msgstr "" - -msgid "" -"As mentioned before, If you call :ref:`AudioStreamPlayer." -"play()`, sound will not begin " -"immediately, but when the audio thread processes the next chunk." -msgstr "" - -msgid "" -"This delay can't be avoided but it can be estimated by calling :ref:" -"`AudioServer." -"get_time_to_next_mix()`." -msgstr "" - -msgid "" -"The output latency (what happens after the mix) can also be estimated by " -"calling :ref:`AudioServer." -"get_output_latency()`." -msgstr "" - -msgid "" -"Add these two and it's possible to guess almost exactly when sound or music " -"will begin playing in the speakers during *_process()*:" -msgstr "" - -msgid "" -"In the long run, though, as the sound hardware clock is never exactly in " -"sync with the system clock, the timing information will slowly drift away." -msgstr "" - -msgid "" -"For a rhythm game where a song begins and ends after a few minutes, this " -"approach is fine (and it's the recommended approach). For a game where " -"playback can last a much longer time, the game will eventually go out of " -"sync and a different approach is needed." -msgstr "" - -msgid "Using the sound hardware clock to sync" -msgstr "" - -msgid "" -"Using :ref:`AudioStreamPlayer." -"get_playback_position()` " -"to obtain the current position for the song sounds ideal, but it's not that " -"useful as-is. This value will increment in chunks (every time the audio " -"callback mixed a block of sound), so many calls can return the same value. " -"Added to this, the value will be out of sync with the speakers too because " -"of the previously mentioned reasons." -msgstr "" - -msgid "" -"To compensate for the \"chunked\" output, there is a function that can " -"help: :ref:`AudioServer." -"get_time_since_last_mix()`." -msgstr "" - -msgid "" -"Adding the return value from this function to *get_playback_position()* " -"increases precision:" -msgstr "" - -msgid "" -"To increase precision, subtract the latency information (how much it takes " -"for the audio to be heard after it was mixed):" -msgstr "" - -msgid "" -"The result may be a bit jittery due how multiple threads work. Just check " -"that the value is not less than in the previous frame (discard it if so). " -"This is also a less precise approach than the one before, but it will work " -"for songs of any length, or synchronizing anything (sound effects, as an " -"example) to music." -msgstr "" - -msgid "Here is the same code as before using this approach:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/fi/LC_MESSAGES/tutorials/audio/text_to_speech.po deleted file mode 100644 index 675f1feaac..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ /dev/null @@ -1,140 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Text to speech" -msgstr "" - -#, fuzzy -msgid "Basic Usage" -msgstr "Perusjärjestely" - -msgid "Basic usage of text-to-speech involves the following one-time steps:" -msgstr "" - -msgid "Query the system for a list of usable voices" -msgstr "" - -msgid "Store the ID of the voice you want to use" -msgstr "" - -msgid "Once you have the voice ID, you can use it to speak some text:" -msgstr "" - -msgid "Requirements for functionality" -msgstr "" - -msgid "" -"Godot includes text-to-speech functionality. You can find these under the :" -"ref:`DisplayServer class `." -msgstr "" - -msgid "" -"Godot depends on system libraries for text-to-speech functionality. These " -"libraries are installed by default on Windows and macOS, but not on all " -"Linux distributions. If they are not present, text-to-speech functionality " -"will not work. Specifically, the ``tts_get_voices()`` method will return an " -"empty list, indicating that there are no usable voices." -msgstr "" - -msgid "" -"Both Godot users on Linux and end-users on Linux running Godot games need to " -"ensure that their system includes the system libraries for text-to-speech to " -"work. Please consult the table below or your own distibution's documentation " -"to determine what libraries you need to install." -msgstr "" - -msgid "Distro-specific one-liners" -msgstr "" - -msgid "**Arch Linux**" -msgstr "" - -msgid "Best practices" -msgstr "" - -msgid "" -"The best practices for text-to-speech, in terms of the ideal player " -"experience for blind players, is to send output to the player's screen " -"reader. This preserves the choice of language, speed, pitch, etc. that the " -"user set, as well as allows advanced features like allowing players to " -"scroll backward and forward through text. As of now, Godot doesn't provide " -"this level of integration." -msgstr "" - -msgid "" -"With the current state of the Godot text-to-speech APIs, best practices " -"include:" -msgstr "" - -msgid "" -"Develop the game with text-to-speech enabled, and ensure that everything " -"sounds correct" -msgstr "" - -msgid "" -"Allow players to control which voice to use, and save/persist that selection " -"across game sessions" -msgstr "" - -msgid "" -"Allow players to control the speech rate, and save/persist that selection " -"across game sessions" -msgstr "" - -msgid "" -"This provides your blind players with the most flexibility and comfort " -"available when not using a screen reader, and minimizes the chance of " -"frustrating and alienating them." -msgstr "" - -msgid "Caveats and Other Information" -msgstr "" - -msgid "" -"Expect delays when you call `tts_speak` and `tts_stop`. The actual delay " -"time varies depending on both the OS and on your machine's specifications. " -"This is especially critical on Android and Web, where some of the voices " -"depend on web services, and the actual time to playback depends on server " -"load, network latency, and other factors." -msgstr "" - -msgid "" -"Non-English text works if the correct voices are installed and used. On " -"Windows, you can consult the instructions in `this article`_ to enable " -"additional language voices on Windows." -msgstr "" - -msgid "" -"Non-ASCII characters, such as umlaut, are pronounced correctly if you select " -"the correct voice." -msgstr "" - -msgid "" -"Blind players use a number of screen readers, including JAWS, NVDA, " -"VoiceOver, Narrator, and more." -msgstr "" - -msgid "" -"Windows text-to-speech APIs generally perform better than their equivalents " -"on other systems (e.g. `tts_stop` followed by `tts_speak` immediately speaks " -"the new message)." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po deleted file mode 100644 index 3047155ace..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ /dev/null @@ -1,172 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Autoloads versus regular nodes" -msgstr "" - -msgid "" -"Godot offers a feature to automatically load nodes at the root of your " -"project, allowing you to access them globally, that can fulfill the role of " -"a Singleton: :ref:`doc_singletons_autoload`. These autoloaded nodes are not " -"freed when you change the scene from code with :ref:`SceneTree." -"change_scene_to_file `." -msgstr "" - -msgid "" -"In this guide, you will learn when to use the Autoload feature, and " -"techniques you can use to avoid it." -msgstr "" - -msgid "The cutting audio issue" -msgstr "" - -msgid "" -"Other engines can encourage the use of creating manager classes, singletons " -"that organize a lot of functionality into a globally accessible object. " -"Godot offers many ways to avoid global state thanks to the node tree and " -"signals." -msgstr "" - -msgid "" -"For example, let's say we are building a platformer and want to collect " -"coins that play a sound effect. There's a node for that: the :ref:" -"`AudioStreamPlayer `. But if we call the " -"``AudioStreamPlayer`` while it is already playing a sound, the new sound " -"interrupts the first." -msgstr "" - -msgid "" -"A solution is to code a global, autoloaded sound manager class. It generates " -"a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request " -"for sound effects comes in. Say we call that class ``Sound``, you can use it " -"from anywhere in your project by calling ``Sound.play(\"coin_pickup." -"ogg\")``. This solves the problem in the short term but causes more problems:" -msgstr "" - -msgid "" -"**Global state**: one object is now responsible for all objects' data. If " -"the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " -"available, all the nodes calling it can break." -msgstr "" - -msgid "" -"**Global access**: now that any object can call ``Sound.play(sound_path)`` " -"from anywhere, there's no longer an easy way to find the source of a bug." -msgstr "" - -msgid "" -"**Global resource allocation**: with a pool of ``AudioStreamPlayer`` nodes " -"stored from the start, you can either have too few and face bugs, or too " -"many and use more memory than you need." -msgstr "" - -msgid "" -"About global access, the problem is that any code anywhere could pass wrong " -"data to the ``Sound`` autoload in our example. As a result, the domain to " -"explore to fix the bug spans the entire project." -msgstr "" - -msgid "" -"When you keep code inside a scene, only one or two scripts may be involved " -"in audio." -msgstr "" - -msgid "" -"Contrast this with each scene keeping as many ``AudioStreamPlayer`` nodes as " -"it needs within itself and all these problems go away:" -msgstr "" - -msgid "" -"Each scene manages its own state information. If there is a problem with the " -"data, it will only cause issues in that one scene." -msgstr "" - -msgid "" -"Each scene accesses only its own nodes. Now, if there is a bug, it's easy to " -"find which node is at fault." -msgstr "" - -msgid "Each scene allocates exactly the amount of resources it needs." -msgstr "" - -msgid "Managing shared functionality or data" -msgstr "" - -msgid "" -"Another reason to use an Autoload can be that you want to reuse the same " -"method or data across many scenes." -msgstr "" - -msgid "" -"In the case of functions, you can create a new type of ``Node`` that " -"provides that feature for an individual scene using the :ref:`class_name " -"` keyword in GDScript." -msgstr "" - -msgid "When it comes to data, you can either:" -msgstr "" - -msgid "" -"Create a new type of :ref:`Resource ` to share the data." -msgstr "" - -msgid "" -"Store the data in an object to which each node has access, for example using " -"the ``owner`` property to access the scene's root node." -msgstr "" - -msgid "When you should use an Autoload" -msgstr "" - -msgid "" -"GDScript supports the creation of ``static`` functions using ``static " -"func``. When combined with ``class_name``, this makes it possible to create " -"libraries of helper functions without having to create an instance to call " -"them. The limitation of static functions is that they can't reference member " -"variables, non-static functions or ``self``." -msgstr "" - -msgid "" -"Since Godot 4.1, GDScript also supports ``static`` variables using ``static " -"var``. This means you can now share a variables across instances of a class " -"without having to create a separate autoload." -msgstr "" - -msgid "" -"Still, autoloaded nodes can simplify your code for systems with a wide " -"scope. If the autoload is managing its own information and not invading the " -"data of other objects, then it's a great way to create systems that handle " -"broad-scoped tasks. For example, a quest or a dialogue system." -msgstr "" - -msgid "" -"An autoload is *not* necessarily a singleton. Nothing prevents you from " -"instantiating copies of an autoloaded node. An autoload is only a tool that " -"makes a node load automatically as a child of the root of your scene tree, " -"regardless of your game's node structure or which scene you run, e.g. by " -"pressing the :kbd:`F6` key." -msgstr "" - -msgid "" -"As a result, you can get the autoloaded node, for example an autoload called " -"``Sound``, by calling ``get_node(\"/root/Sound\")``." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/data_preferences.po deleted file mode 100644 index 8711b4090a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ /dev/null @@ -1,464 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Data preferences" -msgstr "Data-asetukset" - -msgid "" -"Ever wondered whether one should approach problem X with data structure Y or " -"Z? This article covers a variety of topics related to these dilemmas." -msgstr "" - -msgid "" -"This article makes references to \"[something]-time\" operations. This " -"terminology comes from algorithm analysis' `Big O Notation `_." -msgstr "" - -msgid "" -"Long-story short, it describes the worst-case scenario of runtime length. In " -"laymen's terms:" -msgstr "" - -msgid "" -"\"As the size of a problem domain increases, the runtime length of the " -"algorithm...\"" -msgstr "" - -msgid "Constant-time, ``O(1)``: \"...does not increase.\"" -msgstr "" - -msgid "Logarithmic-time, ``O(log n)``: \"...increases at a slow rate.\"" -msgstr "" - -msgid "Linear-time, ``O(n)``: \"...increases at the same rate.\"" -msgstr "" - -msgid "Etc." -msgstr "" - -msgid "" -"Imagine if one had to process 3 million data points within a single frame. " -"It would be impossible to craft the feature with a linear-time algorithm " -"since the sheer size of the data would increase the runtime far beyond the " -"time allotted. In comparison, using a constant-time algorithm could handle " -"the operation without issue." -msgstr "" - -msgid "" -"By and large, developers want to avoid engaging in linear-time operations as " -"much as possible. But, if one keeps the scale of a linear-time operation " -"small, and if one does not need to perform the operation often, then it may " -"be acceptable. Balancing these requirements and choosing the right " -"algorithm / data structure for the job is part of what makes programmers' " -"skills valuable." -msgstr "" - -msgid "Array vs. Dictionary vs. Object" -msgstr "" - -msgid "" -"Godot stores all variables in the scripting API in the :ref:`Variant " -"` class. Variants can store Variant-compatible data " -"structures such as :ref:`Array ` and :ref:`Dictionary " -"` as well as :ref:`Objects `." -msgstr "" - -msgid "" -"Godot implements Array as a ``Vector``. The engine stores the Array " -"contents in a contiguous section of memory, i.e. they are in a row adjacent " -"to each other." -msgstr "" - -msgid "" -"For those unfamiliar with C++, a Vector is the name of the array object in " -"traditional C++ libraries. It is a \"templated\" type, meaning that its " -"records can only contain a particular type (denoted by angled brackets). So, " -"for example, a :ref:`PackedStringArray ` would be " -"something like a ``Vector``." -msgstr "" - -msgid "Contiguous memory stores imply the following operation performance:" -msgstr "" - -msgid "**Iterate:** Fastest. Great for loops." -msgstr "" - -msgid "Op: All it does is increment a counter to get to the next record." -msgstr "" - -msgid "**Insert, Erase, Move:** Position-dependent. Generally slow." -msgstr "" - -msgid "" -"Op: Adding/removing/moving content involves moving the adjacent records over " -"(to make room / fill space)." -msgstr "" - -msgid "Fast add/remove *from the end*." -msgstr "" - -msgid "Slow add/remove *from an arbitrary position*." -msgstr "" - -msgid "Slowest add/remove *from the front*." -msgstr "" - -msgid "If doing many inserts/removals *from the front*, then..." -msgstr "" - -msgid "invert the array." -msgstr "käännä taulukon järjestys." - -msgid "do a loop which executes the Array changes *at the end*." -msgstr "" - -msgid "re-invert the array." -msgstr "" - -msgid "" -"This makes only 2 copies of the array (still constant time, but slow) versus " -"copying roughly 1/2 of the array, on average, N times (linear time)." -msgstr "" - -msgid "" -"**Get, Set:** Fastest *by position*. E.g. can request 0th, 2nd, 10th record, " -"etc. but cannot specify which record you want." -msgstr "" - -msgid "Op: 1 addition operation from array start position up to desired index." -msgstr "" - -msgid "**Find:** Slowest. Identifies the index/position of a value." -msgstr "" - -msgid "" -"Op: Must iterate through array and compare values until one finds a match." -msgstr "" - -msgid "" -"Performance is also dependent on whether one needs an exhaustive search." -msgstr "" - -msgid "" -"If kept ordered, custom search operations can bring it to logarithmic time " -"(relatively fast). Laymen users won't be comfortable with this though. Done " -"by re-sorting the Array after every edit and writing an ordered-aware search " -"algorithm." -msgstr "" - -msgid "" -"Godot implements Dictionary as an ``OrderedHashMap``. The " -"engine stores a small array (initialized to 2^3 or 8 records) of key-value " -"pairs. When one attempts to access a value, they provide it a key. It then " -"*hashes* the key, i.e. converts it into a number. The \"hash\" is used to " -"calculate the index into the array. As an array, the OHM then has a quick " -"lookup within the \"table\" of keys mapped to values. When the HashMap " -"becomes too full, it increases to the next power of 2 (so, 16 records, then " -"32, etc.) and rebuilds the structure." -msgstr "" - -msgid "" -"Hashes are to reduce the chance of a key collision. If one occurs, the table " -"must recalculate another index for the value that takes the previous " -"position into account. In all, this results in constant-time access to all " -"records at the expense of memory and some minor operational efficiency." -msgstr "" - -msgid "Hashing every key an arbitrary number of times." -msgstr "" - -msgid "" -"Hash operations are constant-time, so even if an algorithm must do more than " -"one, as long as the number of hash calculations doesn't become too dependent " -"on the density of the table, things will stay fast. Which leads to..." -msgstr "" - -msgid "Maintaining an ever-growing size for the table." -msgstr "" - -msgid "" -"HashMaps maintain gaps of unused memory interspersed in the table on purpose " -"to reduce hash collisions and maintain the speed of accesses. This is why it " -"constantly increases in size quadratically by powers of 2." -msgstr "" - -msgid "" -"As one might be able to tell, Dictionaries specialize in tasks that Arrays " -"do not. An overview of their operational details is as follows:" -msgstr "" - -msgid "**Iterate:** Fast." -msgstr "" - -msgid "" -"Op: Iterate over the map's internal vector of hashes. Return each key. " -"Afterwards, users then use the key to jump to and return the desired value." -msgstr "" - -msgid "**Insert, Erase, Move:** Fastest." -msgstr "" - -msgid "" -"Op: Hash the given key. Do 1 addition operation to look up the appropriate " -"value (array start + offset). Move is two of these (one insert, one erase). " -"The map must do some maintenance to preserve its capabilities:" -msgstr "" - -msgid "update ordered List of records." -msgstr "" - -msgid "determine if table density mandates a need to expand table capacity." -msgstr "" - -msgid "" -"The Dictionary remembers in what order users inserted its keys. This enables " -"it to execute reliable iterations." -msgstr "" - -msgid "**Get, Set:** Fastest. Same as a lookup *by key*." -msgstr "" - -msgid "Op: Same as insert/erase/move." -msgstr "" - -msgid "**Find:** Slowest. Identifies the key of a value." -msgstr "" - -msgid "" -"Op: Must iterate through records and compare the value until a match is " -"found." -msgstr "" - -msgid "" -"Note that Godot does not provide this feature out-of-the-box (because they " -"aren't meant for this task)." -msgstr "" - -msgid "" -"Godot implements Objects as stupid, but dynamic containers of data content. " -"Objects query data sources when posed questions. For example, to answer the " -"question, \"do you have a property called, 'position'?\", it might ask its :" -"ref:`script ` or the :ref:`ClassDB `. One can " -"find more information about what objects are and how they work in the :ref:" -"`doc_what_are_godot_classes` article." -msgstr "" - -msgid "" -"The important detail here is the complexity of the Object's task. Every time " -"it performs one of these multi-source queries, it runs through *several* " -"iteration loops and HashMap lookups. What's more, the queries are linear-" -"time operations dependent on the Object's inheritance hierarchy size. If the " -"class the Object queries (its current class) doesn't find anything, the " -"request defers to the next base class, all the way up until the original " -"Object class. While these are each fast operations in isolation, the fact " -"that it must make so many checks is what makes them slower than both of the " -"alternatives for looking up data." -msgstr "" - -msgid "" -"When developers mention how slow the scripting API is, it is this chain of " -"queries they refer to. Compared to compiled C++ code where the application " -"knows exactly where to go to find anything, it is inevitable that scripting " -"API operations will take much longer. They must locate the source of any " -"relevant data before they can attempt to access it." -msgstr "" - -msgid "" -"The reason GDScript is slow is because every operation it performs passes " -"through this system." -msgstr "" - -msgid "" -"C# can process some content at higher speeds via more optimized bytecode. " -"But, if the C# script calls into an engine class' content or if the script " -"tries to access something external to it, it will go through this pipeline." -msgstr "" - -msgid "" -"NativeScript C++ goes even further and keeps everything internal by default. " -"Calls into external structures will go through the scripting API. In " -"NativeScript C++, registering methods to expose them to the scripting API is " -"a manual task. It is at this point that external, non-C++ classes will use " -"the API to locate them." -msgstr "" - -msgid "" -"So, assuming one extends from Reference to create a data structure, like an " -"Array or Dictionary, why choose an Object over the other two options?" -msgstr "" - -msgid "" -"**Control:** With objects comes the ability to create more sophisticated " -"structures. One can layer abstractions over the data to ensure the external " -"API doesn't change in response to internal data structure changes. What's " -"more, Objects can have signals, allowing for reactive behavior." -msgstr "" - -msgid "" -"**Clarity:** Objects are a reliable data source when it comes to the data " -"that scripts and engine classes define for them. Properties may not hold the " -"values one expects, but one doesn't need to worry about whether the property " -"exists in the first place." -msgstr "" - -msgid "" -"**Convenience:** If one already has a similar data structure in mind, then " -"extending from an existing class makes the task of building the data " -"structure much easier. In comparison, Arrays and Dictionaries don't fulfill " -"all use cases one might have." -msgstr "" - -msgid "" -"Objects also give users the opportunity to create even more specialized data " -"structures. With it, one can design their own List, Binary Search Tree, " -"Heap, Splay Tree, Graph, Disjoint Set, and any host of other options." -msgstr "" - -msgid "" -"\"Why not use Node for tree structures?\" one might ask. Well, the Node " -"class contains things that won't be relevant to one's custom data structure. " -"As such, it can be helpful to construct one's own node type when building " -"tree structures." -msgstr "" - -msgid "" -"From here, one can then create their own structures with specific features, " -"limited only by their imagination." -msgstr "" - -msgid "Enumerations: int vs. string" -msgstr "" - -msgid "" -"Most languages offer an enumeration type option. GDScript is no different, " -"but unlike most other languages, it allows one to use either integers or " -"strings for the enum values (the latter only when using the ``export`` " -"keyword in GDScript). The question then arises, \"which should one use?\"" -msgstr "" - -msgid "" -"The short answer is, \"whichever you are more comfortable with.\" This is a " -"feature specific to GDScript and not Godot scripting in general; The " -"languages prioritizes usability over performance." -msgstr "" - -msgid "" -"On a technical level, integer comparisons (constant-time) will happen faster " -"than string comparisons (linear-time). If one wants to keep up other " -"languages' conventions though, then one should use integers." -msgstr "" - -msgid "" -"The primary issue with using integers comes up when one wants to *print* an " -"enum value. As integers, attempting to print ``MY_ENUM`` will print ``5`` or " -"what-have-you, rather than something like ``\"MyEnum\"``. To print an " -"integer enum, one would have to write a Dictionary that maps the " -"corresponding string value for each enum." -msgstr "" - -msgid "" -"If the primary purpose of using an enum is for printing values and one " -"wishes to group them together as related concepts, then it makes sense to " -"use them as strings. That way, a separate data structure to execute on the " -"printing is unnecessary." -msgstr "" - -msgid "" -"AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree" -msgstr "" - -msgid "" -"Under what circumstances should one use each of Godot's animation classes? " -"The answer may not be immediately clear to new Godot users." -msgstr "" - -msgid "" -":ref:`AnimatedTexture ` is a texture that the engine " -"draws as an animated loop rather than a static image. Users can manipulate..." -msgstr "" - -msgid "the rate at which it moves across each section of the texture (FPS)." -msgstr "" - -msgid "the number of regions contained within the texture (frames)." -msgstr "" - -msgid "" -"Godot's :ref:`RenderingServer ` then draws the " -"regions in sequence at the prescribed rate. The good news is that this " -"involves no extra logic on the part of the engine. The bad news is that " -"users have very little control." -msgstr "" - -msgid "" -"Also note that AnimatedTexture is a :ref:`Resource ` unlike " -"the other :ref:`Node ` objects discussed here. One might create " -"a :ref:`Sprite2D ` node that uses AnimatedTexture as its " -"texture. Or (something the others can't do) one could add AnimatedTextures " -"as tiles in a :ref:`TileSet ` and integrate it with a :ref:" -"`TileMap ` for many auto-animating backgrounds that all " -"render in a single batched draw call." -msgstr "" - -msgid "" -"The AnimatedSprite2D node, in combination with the :ref:`SpriteFrames " -"` resource, allows one to create a variety of animation " -"sequences through spritesheets, flip between animations, and control their " -"speed, regional offset, and orientation. This makes them well-suited to " -"controlling 2D frame-based animations." -msgstr "" - -msgid "" -"If one needs trigger other effects in relation to animation changes (for " -"example, create particle effects, call functions, or manipulate other " -"peripheral elements besides the frame-based animation), then will need to " -"use an :ref:`AnimationPlayer ` node in conjunction " -"with the AnimatedSprite2D." -msgstr "" - -msgid "" -"AnimationPlayers are also the tool one will need to use if they wish to " -"design more complex 2D animation systems, such as..." -msgstr "" - -msgid "**Cut-out animations:** editing sprites' transforms at runtime." -msgstr "" - -msgid "" -"**2D Mesh animations:** defining a region for the sprite's texture and " -"rigging a skeleton to it. Then one animates the bones which stretch and bend " -"the texture in proportion to the bones' relationships to each other." -msgstr "" - -msgid "A mix of the above." -msgstr "" - -msgid "" -"While one needs an AnimationPlayer to design each of the individual " -"animation sequences for a game, it can also be useful to combine animations " -"for blending, i.e. enabling smooth transitions between these animations. " -"There may also be a hierarchical structure between animations that one plans " -"out for their object. These are the cases where the :ref:`AnimationTree " -"` shines. One can find an in-depth guide on using the " -"AnimationTree :ref:`here `." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po deleted file mode 100644 index a23bb31a4f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot interfaces" -msgstr "Godotin käyttöliittymät" - -msgid "" -"Often one needs scripts that rely on other objects for features. There are 2 " -"parts to this process:" -msgstr "" - -msgid "Acquiring a reference to the object that presumably has the features." -msgstr "" - -msgid "Accessing the data or logic from the object." -msgstr "" - -msgid "The rest of this tutorial outlines the various ways of doing all this." -msgstr "" - -msgid "Acquiring object references" -msgstr "" - -msgid "" -"For all :ref:`Object `\\s, the most basic way of referencing " -"them is to get a reference to an existing object from another acquired " -"instance." -msgstr "" - -msgid "" -"The same principle applies for :ref:`RefCounted ` objects. " -"While users often access :ref:`Node ` and :ref:`Resource " -"` this way, alternative measures are available." -msgstr "" - -msgid "" -"Instead of property or method access, one can get Resources by load access." -msgstr "" - -msgid "Note the following:" -msgstr "Huomaa seuraava:" - -msgid "There are many ways in which a language can load such resources." -msgstr "" - -msgid "" -"When designing how objects will access data, don't forget that one can pass " -"resources around as references as well." -msgstr "" - -msgid "" -"Keep in mind that loading a resource fetches the cached resource instance " -"maintained by the engine. To get a new object, one must :ref:`duplicate " -"` an existing reference or instantiate one " -"from scratch with ``new()``." -msgstr "" - -msgid "Nodes likewise have an alternative access point: the SceneTree." -msgstr "" - -msgid "Accessing data or logic from an object" -msgstr "" - -msgid "" -"Godot's scripting API is duck-typed. This means that if a script executes an " -"operation, Godot doesn't validate that it supports the operation by " -"**type**. It instead checks that the object **implements** the individual " -"method." -msgstr "" - -msgid "" -"For example, the :ref:`CanvasItem ` class has a " -"``visible`` property. All properties exposed to the scripting API are in " -"fact a setter and getter pair bound to a name. If one tried to access :ref:" -"`CanvasItem.visible `, then Godot would " -"do the following checks, in order:" -msgstr "" - -msgid "" -"If the object has a script attached, it will attempt to set the property " -"through the script. This leaves open the opportunity for scripts to override " -"a property defined on a base object by overriding the setter method for the " -"property." -msgstr "" - -msgid "" -"If the script does not have the property, it performs a HashMap lookup in " -"the ClassDB for the \"visible\" property against the CanvasItem class and " -"all of its inherited types. If found, it will call the bound setter or " -"getter. For more information about HashMaps, see the :ref:`data preferences " -"` docs." -msgstr "" - -msgid "" -"If not found, it does an explicit check to see if the user wants to access " -"the \"script\" or \"meta\" properties." -msgstr "" - -msgid "" -"If not, it checks for a ``_set``/``_get`` implementation (depending on type " -"of access) in the CanvasItem and its inherited types. These methods can " -"execute logic that gives the impression that the Object has a property. This " -"is also the case with the ``_get_property_list`` method." -msgstr "" - -msgid "" -"Note that this happens even for non-legal symbol names, such as names " -"starting with a digit or containing a slash." -msgstr "" - -msgid "" -"As a result, this duck-typed system can locate a property either in the " -"script, the object's class, or any class that object inherits, but only for " -"things which extend Object." -msgstr "" - -msgid "" -"Godot provides a variety of options for performing runtime checks on these " -"accesses:" -msgstr "" - -msgid "" -"A duck-typed property access. These will be property checks (as described " -"above). If the operation isn't supported by the object, execution will halt." -msgstr "" - -msgid "" -"A method check. In the case of :ref:`CanvasItem.visible " -"`, one can access the methods, " -"``set_visible`` and ``is_visible`` like any other method." -msgstr "" - -msgid "" -"Outsource the access to a :ref:`Callable `. These may be " -"useful in cases where one needs the max level of freedom from dependencies. " -"In this case, one relies on an external context to setup the method." -msgstr "" - -msgid "" -"These strategies contribute to Godot's flexible design. Between them, users " -"have a breadth of tools to meet their specific needs." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_notifications.po deleted file mode 100644 index 3fa1a6818e..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ /dev/null @@ -1,209 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Godot notifications" -msgstr "Godot-ilmoitukset" - -msgid "" -"Every Object in Godot implements a :ref:`_notification " -"` method. Its purpose is to allow the " -"Object to respond to a variety of engine-level callbacks that may relate to " -"it. For example, if the engine tells a :ref:`CanvasItem ` " -"to \"draw\", it will call ``_notification(NOTIFICATION_DRAW)``." -msgstr "" - -msgid "" -"Some of these notifications, like draw, are useful to override in scripts. " -"So much so that Godot exposes many of them with dedicated functions:" -msgstr "" - -msgid "``_ready()``: ``NOTIFICATION_READY``" -msgstr "" - -msgid "``_enter_tree()``: ``NOTIFICATION_ENTER_TREE``" -msgstr "" - -msgid "``_exit_tree()``: ``NOTIFICATION_EXIT_TREE``" -msgstr "" - -msgid "``_process(delta)``: ``NOTIFICATION_PROCESS``" -msgstr "" - -msgid "``_physics_process(delta)``: ``NOTIFICATION_PHYSICS_PROCESS``" -msgstr "" - -msgid "``_draw()``: ``NOTIFICATION_DRAW``" -msgstr "" - -msgid "" -"What users might *not* realize is that notifications exist for types other " -"than Node alone, for example:" -msgstr "" - -msgid "" -":ref:`Object::NOTIFICATION_POSTINITIALIZE " -"`: a callback that " -"triggers during object initialization. Not accessible to scripts." -msgstr "" - -msgid "" -":ref:`Object::NOTIFICATION_PREDELETE " -"`: a callback that triggers " -"before the engine deletes an Object, i.e. a \"destructor\"." -msgstr "" - -msgid "" -"And many of the callbacks that *do* exist in Nodes don't have any dedicated " -"methods, but are still quite useful." -msgstr "" - -msgid "" -":ref:`Node::NOTIFICATION_PARENTED " -"`: a callback that triggers " -"anytime one adds a child node to another node." -msgstr "" - -msgid "" -":ref:`Node::NOTIFICATION_UNPARENTED " -"`: a callback that triggers " -"anytime one removes a child node from another node." -msgstr "" - -msgid "" -"One can access all these custom notifications from the universal " -"``_notification()`` method." -msgstr "" - -msgid "" -"Methods in the documentation labeled as \"virtual\" are also intended to be " -"overridden by scripts." -msgstr "" - -msgid "" -"A classic example is the :ref:`_init ` method in " -"Object. While it has no ``NOTIFICATION_*`` equivalent, the engine still " -"calls the method. Most languages (except C#) rely on it as a constructor." -msgstr "" - -msgid "" -"So, in which situation should one use each of these notifications or virtual " -"functions?" -msgstr "" - -msgid "_process vs. _physics_process vs. \\*_input" -msgstr "" - -msgid "" -"Use ``_process()`` when one needs a framerate-dependent delta time between " -"frames. If code that updates object data needs to update as often as " -"possible, this is the right place. Recurring logic checks and data caching " -"often execute here, but it comes down to the frequency at which one needs " -"the evaluations to update. If they don't need to execute every frame, then " -"implementing a Timer-timeout loop is another option." -msgstr "" - -msgid "" -"Use ``_physics_process()`` when one needs a framerate-independent delta time " -"between frames. If code needs consistent updates over time, regardless of " -"how fast or slow time advances, this is the right place. Recurring kinematic " -"and object transform operations should execute here." -msgstr "" - -msgid "" -"While it is possible, to achieve the best performance, one should avoid " -"making input checks during these callbacks. ``_process()`` and " -"``_physics_process()`` will trigger at every opportunity (they do not " -"\"rest\" by default). In contrast, ``*_input()`` callbacks will trigger only " -"on frames in which the engine has actually detected the input." -msgstr "" - -msgid "" -"One can check for input actions within the input callbacks just the same. If " -"one wants to use delta time, one can fetch it from the related delta time " -"methods as needed." -msgstr "" - -msgid "_init vs. initialization vs. export" -msgstr "" - -msgid "" -"If the script initializes its own node subtree, without a scene, that code " -"should execute here. Other property or SceneTree-independent initializations " -"should also run here. This triggers before ``_ready()`` or " -"``_enter_tree()``, but after a script creates and initializes its properties." -msgstr "" - -msgid "" -"Scripts have three types of property assignments that can occur during " -"instantiation:" -msgstr "" - -msgid "" -"When instantiating a scene, property values will set up according to the " -"following sequence:" -msgstr "" - -msgid "" -"**Initial value assignment:** instantiation will assign either the " -"initialization value or the init assignment value. Init assignments take " -"priority over initialization values." -msgstr "" - -msgid "" -"**Exported value assignment:** If instancing from a scene rather than a " -"script, Godot will assign the exported value to replace the initial value " -"defined in the script." -msgstr "" - -msgid "" -"As a result, instantiating a script versus a scene will affect both the " -"initialization *and* the number of times the engine calls the setter." -msgstr "" - -msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" -msgstr "" - -msgid "" -"When instantiating a scene connected to the first executed scene, Godot will " -"instantiate nodes down the tree (making ``_init()`` calls) and build the " -"tree going downwards from the root. This causes ``_enter_tree()`` calls to " -"cascade down the tree. Once the tree is complete, leaf nodes call " -"``_ready``. A node will call this method once all child nodes have finished " -"calling theirs. This then causes a reverse cascade going up back to the " -"tree's root." -msgstr "" - -msgid "" -"When instantiating a script or a standalone scene, nodes are not added to " -"the SceneTree upon creation, so no ``_enter_tree()`` callbacks trigger. " -"Instead, only the ``_init()`` call occurs. When the scene is added to the " -"SceneTree, the ``_enter_tree()`` and ``_ready()`` calls occur." -msgstr "" - -msgid "" -"If one needs to trigger behavior that occurs as nodes parent to another, " -"regardless of whether it occurs as part of the main/active scene or not, one " -"can use the :ref:`PARENTED ` " -"notification. For example, here is a snippet that connects a node's method " -"to a custom signal on the parent node without failing. Useful on data-" -"centric nodes that one might create at runtime." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/index.po deleted file mode 100644 index a22c353f8f..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/index.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po deleted file mode 100644 index ab27a0e345..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \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" - -msgid "" -"This series is a collection of best practices to help you work efficiently " -"with Godot." -msgstr "" - -msgid "" -"Godot allows for a great amount of flexibility in how you structure a " -"project's codebase and break it down into scenes. Each approach has its pros " -"and cons, and they can be hard to weigh until you've worked with the engine " -"for long enough." -msgstr "" - -msgid "" -"There are always many ways to structure your code and solve specific " -"programming problems. It would be impossible to cover them all here." -msgstr "" - -msgid "" -"That is why each article starts from a real-world problem. We will break " -"down each problem in fundamental questions, suggest solutions, analyze the " -"pros and cons of each option, and highlight the best course of action for " -"the problem at hand." -msgstr "" - -msgid "" -"You should start by reading :ref:`doc_what_are_godot_classes`. It explains " -"how Godot's nodes and scenes relate to classes and objects in other Object-" -"Oriented programming languages. It will help you make sense of the rest of " -"the series." -msgstr "" - -msgid "" -"The best practices in Godot rely on Object-Oriented design principles. We " -"use tools like the `single responsibility `_ principle and `encapsulation `_." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/logic_preferences.po deleted file mode 100644 index d5a06b4cf6..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Logic preferences" -msgstr "Logiikka-asetukset" - -msgid "" -"Ever wondered whether one should approach problem X with strategy Y or Z? " -"This article covers a variety of topics related to these dilemmas." -msgstr "" - -msgid "Adding nodes and changing properties: which first?" -msgstr "" - -msgid "" -"When initializing nodes from a script at runtime, you may need to change " -"properties such as the node's name or position. A common dilemma is, when " -"should you change those values?" -msgstr "" - -msgid "" -"It is the best practice to change values on a node before adding it to the " -"scene tree. Some property's setters have code to update other corresponding " -"values, and that code can be slow! For most cases, this code has no impact " -"on your game's performance, but in heavy use cases such as procedural " -"generation, it can bring your game to a crawl." -msgstr "" - -msgid "" -"For these reasons, it is always a best practice to set the initial values of " -"a node before adding it to the scene tree." -msgstr "" - -msgid "Loading vs. preloading" -msgstr "" - -msgid "" -"In GDScript, there exists the global :ref:`preload " -"` method. It loads resources as early as " -"possible to front-load the \"loading\" operations and avoid loading " -"resources while in the middle of performance-sensitive code." -msgstr "" - -msgid "" -"Its counterpart, the :ref:`load ` method, loads " -"a resource only when it reaches the load statement. That is, it will load a " -"resource in-place which can cause slowdowns when it occurs in the middle of " -"sensitive processes. The ``load()`` function is also an alias for :ref:" -"`ResourceLoader.load(path) ` which is " -"accessible to *all* scripting languages." -msgstr "" - -msgid "" -"So, when exactly does preloading occur versus loading, and when should one " -"use either? Let's see an example:" -msgstr "" - -msgid "" -"Preloading allows the script to handle all the loading the moment one loads " -"the script. Preloading is useful, but there are also times when one doesn't " -"wish for it. To distinguish these situations, there are a few things one can " -"consider:" -msgstr "" - -msgid "" -"If one cannot determine when the script might load, then preloading a " -"resource, especially a scene or script, could result in further loads one " -"does not expect. This could lead to unintentional, variable-length load " -"times on top of the original script's load operations." -msgstr "" - -msgid "" -"If something else could replace the value (like a scene's exported " -"initialization), then preloading the value has no meaning. This point isn't " -"a significant factor if one intends to always create the script on its own." -msgstr "" - -msgid "" -"If one wishes only to 'import' another class resource (script or scene), " -"then using a preloaded constant is often the best course of action. However, " -"in exceptional cases, one may wish not to do this:" -msgstr "" - -msgid "" -"If the 'imported' class is liable to change, then it should be a property " -"instead, initialized either using an ``export`` or a ``load()`` (and perhaps " -"not even initialized until later)." -msgstr "" - -msgid "" -"If the script requires a great many dependencies, and one does not wish to " -"consume so much memory, then one may wish to, load and unload various " -"dependencies at runtime as circumstances change. If one preloads resources " -"into constants, then the only way to unload these resources would be to " -"unload the entire script. If they are instead loaded properties, then one " -"can set them to ``null`` and remove all references to the resource entirely " -"(which, as a :ref:`RefCounted `-extending type, will cause " -"the resources to delete themselves from memory)." -msgstr "" - -msgid "Large levels: static vs. dynamic" -msgstr "" - -msgid "" -"If one is creating a large level, which circumstances are most appropriate? " -"Should they create the level as one static space? Or should they load the " -"level in pieces and shift the world's content as needed?" -msgstr "" - -msgid "" -"Well, the simple answer is, \"when the performance requires it.\" The " -"dilemma associated with the two options is one of the age-old programming " -"choices: does one optimize memory over speed, or vice versa?" -msgstr "" - -msgid "" -"The naive answer is to use a static level that loads everything at once. " -"But, depending on the project, this could consume a large amount of memory. " -"Wasting users' RAM leads to programs running slow or outright crashing from " -"everything else the computer tries to do at the same time." -msgstr "" - -msgid "" -"No matter what, one should break larger scenes into smaller ones (to aid in " -"reusability of assets). Developers can then design a node that manages the " -"creation/loading and deletion/unloading of resources and nodes in real-time. " -"Games with large and varied environments or procedurally generated elements " -"often implement these strategies to avoid wasting memory." -msgstr "" - -msgid "" -"On the flip side, coding a dynamic system is more complex, i.e. uses more " -"programmed logic, which results in opportunities for errors and bugs. If one " -"isn't careful, they can develop a system that bloats the technical debt of " -"the application." -msgstr "" - -msgid "As such, the best options would be..." -msgstr "" - -msgid "To use a static level for smaller games." -msgstr "" - -msgid "" -"If one has the time/resources on a medium/large game, create a library or " -"plugin that can code the management of nodes and resources. If refined over " -"time, so as to improve usability and stability, then it could evolve into a " -"reliable tool across projects." -msgstr "" - -msgid "" -"Code the dynamic logic for a medium/large game because one has the coding " -"skills, but not the time or resources to refine the code (game's gotta get " -"done). Could potentially refactor later to outsource the code into a plugin." -msgstr "" - -msgid "" -"For an example of the various ways one can swap scenes around at runtime, " -"please see the :ref:`\"Change scenes manually\" " -"` documentation." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/node_alternatives.po deleted file mode 100644 index 6b91a7b7be..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ /dev/null @@ -1,104 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When and how to avoid using nodes for everything" -msgstr "" - -msgid "" -"Nodes are cheap to produce, but even they have their limits. A project may " -"have tens of thousands of nodes all doing things. The more complex their " -"behavior though, the larger the strain each one adds to a project's " -"performance." -msgstr "" - -msgid "" -"Godot provides more lightweight objects for creating APIs which nodes use. " -"Be sure to keep these in mind as options when designing how you wish to " -"build your project's features." -msgstr "" - -msgid "" -":ref:`Object `: The ultimate lightweight object, the original " -"Object must use manual memory management. With that said, it isn't too " -"difficult to create one's own custom data structures, even node structures, " -"that are also lighter than the :ref:`Node ` class." -msgstr "" - -msgid "" -"**Example:** See the :ref:`Tree ` node. It supports a high level " -"of customization for a table of content with an arbitrary number of rows and " -"columns. The data that it uses to generate its visualization though is " -"actually a tree of :ref:`TreeItem ` Objects." -msgstr "" - -msgid "" -"**Advantages:** Simplifying one's API to smaller scoped objects helps " -"improve its accessibility and improve iteration time. Rather than working " -"with the entire Node library, one creates an abbreviated set of Objects from " -"which a node can generate and manage the appropriate sub-nodes." -msgstr "" - -msgid "" -"One should be careful when handling them. One can store an Object into a " -"variable, but these references can become invalid without warning. For " -"example, if the object's creator decides to delete it out of nowhere, this " -"would trigger an error state when one next accesses it." -msgstr "" - -msgid "" -":ref:`RefCounted `: Only a little more complex than " -"Object. They track references to themselves, only deleting loaded memory " -"when no further references to themselves exist. These are useful in the " -"majority of cases where one needs data in a custom class." -msgstr "" - -msgid "" -"**Example:** See the :ref:`FileAccess ` object. It " -"functions just like a regular Object except that one need not delete it " -"themselves." -msgstr "" - -msgid "**Advantages:** same as the Object." -msgstr "" - -msgid "" -":ref:`Resource `: Only slightly more complex than " -"RefCounted. They have the innate ability to serialize/deserialize (i.e. save " -"and load) their object properties to/from Godot resource files." -msgstr "" - -msgid "" -"**Example:** Scripts, PackedScene (for scene files), and other types like " -"each of the :ref:`AudioEffect ` classes. Each of these " -"can be save and loaded, therefore they extend from Resource." -msgstr "" - -msgid "" -"**Advantages:** Much has :ref:`already been said ` on :ref:" -"`Resource `'s advantages over traditional data storage " -"methods. In the context of using Resources over Nodes though, their main " -"advantage is in Inspector-compatibility. While nearly as lightweight as " -"Object/RefCounted, they can still display and export properties in the " -"Inspector. This allows them to fulfill a purpose much like sub-Nodes on the " -"usability front, but also improve performance if one plans to have many such " -"Resources/Nodes in their scenes." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/project_organization.po deleted file mode 100644 index 87c4ce7c25..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Project organization" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Since Godot has no restrictions on project structure or filesystem usage, " -"organizing files when learning the engine can seem challenging. This " -"tutorial suggests a workflow which should be a good starting point. We will " -"also cover using version control with Godot." -msgstr "" - -msgid "Organization" -msgstr "Järjestys" - -msgid "" -"Godot is scene-based in nature, and uses the filesystem as-is, without " -"metadata or an asset database." -msgstr "" -"Godot on luonnostaan skene-pohjainen ja käyttää tiedostojärjestelmää " -"sellaisenaan ilman metadataa tai asset-tietokantaa." - -msgid "" -"Unlike other engines, many resources are contained within the scene itself, " -"so the amount of files in the filesystem is considerably lower." -msgstr "" -"Toisin kuin muissa pelimoottoreissa, suuri osa resursseista sisältyy skeneen " -"itseensä, joten tiedostojen määrä tiedostojärjestelmässä on huomattavasti " -"alhaisempi." - -msgid "" -"Considering that, the most common approach is to group assets as close to " -"scenes as possible; when a project grows, it makes it more maintainable." -msgstr "" -"Se huomioiden, yleisin lähestymistapa on ryhmitellä assetit niin lähelle " -"skenejä kuin mahdollista; kun projekti kasvaa, se on näin helpommin " -"ylläpidettävissä." - -msgid "" -"As an example, one can usually place into a single folder their basic " -"assets, such as sprite images, 3D model meshes, materials, and music, etc. " -"They can then use a separate folder to store built levels that use them." -msgstr "" -"Esimerkkinä, perusassetteina toimivat spritejen kuvat, 3D-mallien meshit, " -"materiaalit, musiikit, ym. voi yleensä sijoittaa yhteen kansioon. Niistä " -"rakennetuille kentille voi taas käyttää erillistä kansiota." - -msgid "Style guide" -msgstr "" - -msgid "" -"For consistency across projects, we recommend following these guidelines:" -msgstr "" - -msgid "" -"Use **snake_case** for folder and file names (with the exception of C# " -"scripts). This sidesteps case sensitivity issues that can crop up after " -"exporting a project on Windows. C# scripts are an exception to this rule, as " -"the convention is to name them after the class name which should be in " -"PascalCase." -msgstr "" - -msgid "" -"Use **PascalCase** for node names, as this matches built-in node casing." -msgstr "" - -msgid "" -"In general, keep third-party resources in a top-level ``addons/`` folder, " -"even if they aren't editor plugins. This makes it easier to track which " -"files are third-party. There are some exceptions to this rule; for instance, " -"if you use third-party game assets for a character, it makes more sense to " -"include them within the same folder as the character scenes and scripts." -msgstr "" - -msgid "Importing" -msgstr "Tuonti" - -msgid "" -"Godot versions prior to 3.0 did the import process from files outside the " -"project. While this can be useful in large projects, it resulted in an " -"organization hassle for most developers." -msgstr "" -"Ennen 3.0 versiota Godot hoiti tuontiprosessin projektin ulkopuolisista " -"tiedostoista. Vaikka tämä saattoi olla hyödyllistä isoissa projekteissa, se " -"johti useimmilla kehittäjillä järjestämisen sekamelskaan." - -msgid "" -"Because of this, assets are now transparently imported from within the " -"project folder." -msgstr "Tästä syystä assetit tuodaan nykyään läpinäkyvästi projektikansiosta." - -msgid "Ignoring specific folders" -msgstr "" - -msgid "" -"To prevent Godot from importing files contained in a specific folder, create " -"an empty file called ``.gdignore`` in the folder (the leading ``.`` is " -"required). This can be useful to speed up the initial project importing." -msgstr "" - -msgid "" -"To create a file whose name starts with a dot on Windows, you can use a text " -"editor such as Notepad++ or use the following command in a command prompt: " -"``type nul > .gdignore``" -msgstr "" - -msgid "" -"Once the folder is ignored, resources in that folder can't be loaded anymore " -"using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " -"automatically hide it from the FileSystem dock, which can be useful to " -"reduce clutter." -msgstr "" - -msgid "" -"Note that the ``.gdignore`` file's contents are ignored, which is why the " -"file should be empty. It does not support patterns like ``.gitignore`` files " -"do." -msgstr "" - -msgid "Case sensitivity" -msgstr "" - -msgid "" -"Windows and recent macOS versions use case-insensitive filesystems by " -"default, whereas Linux distributions use a case-sensitive filesystem by " -"default. This can cause issues after exporting a project, since Godot's PCK " -"virtual filesystem is case-sensitive. To avoid this, it's recommended to " -"stick to ``snake_case`` naming for all files in the project (and lowercase " -"characters in general)." -msgstr "" - -msgid "" -"You can break this rule when style guides say otherwise (such as the C# " -"style guide). Still, be consistent to avoid mistakes." -msgstr "" - -msgid "" -"On Windows 10, to further avoid mistakes related to case sensitivity, you " -"can also make the project folder case-sensitive. After enabling the Windows " -"Subsystem for Linux feature, run the following command in a PowerShell " -"window::" -msgstr "" - -msgid "" -"If you haven't enabled the Windows Subsystem for Linux, you can enter the " -"following line in a PowerShell window *running as Administrator* then reboot " -"when asked::" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scene_organization.po deleted file mode 100644 index 706c903ed0..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ /dev/null @@ -1,406 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Scene organization" -msgstr "Skenen järjestys" - -msgid "" -"This article covers topics related to the effective organization of scene " -"content. Which nodes should one use? Where should one place them? How should " -"they interact?" -msgstr "" - -msgid "How to build relationships effectively" -msgstr "" - -msgid "" -"When Godot users begin crafting their own scenes, they often run into the " -"following problem:" -msgstr "" - -msgid "" -"They create their first scene and fill it with content only to eventually " -"end up saving branches of their scene into separate scenes as the nagging " -"feeling that they should split things up starts to accumulate. However, they " -"then notice that the hard references they were able to rely on before are no " -"longer possible. Re-using the scene in multiple places creates issues " -"because the node paths do not find their targets and signal connections " -"established in the editor break." -msgstr "" - -msgid "" -"To fix these problems, one must instantiate the sub-scenes without them " -"requiring details about their environment. One needs to be able to trust " -"that the sub-scene will create itself without being picky about how one uses " -"it." -msgstr "" - -msgid "" -"One of the biggest things to consider in OOP is maintaining focused, " -"singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of " -"objects small (for maintainability) and improves their reusability." -msgstr "" - -msgid "" -"These OOP best practices have *several* implications for best practices in " -"scene structure and script usage." -msgstr "" - -msgid "" -"**If at all possible, one should design scenes to have no dependencies.** " -"That is, one should create scenes that keep everything they need within " -"themselves." -msgstr "" - -msgid "" -"If a scene must interact with an external context, experienced developers " -"recommend the use of `Dependency Injection `_. This technique involves having a high-level API " -"provide the dependencies of the low-level API. Why do this? Because classes " -"which rely on their external environment can inadvertently trigger bugs and " -"unexpected behavior." -msgstr "" - -msgid "" -"To do this, one must expose data and then rely on a parent context to " -"initialize it:" -msgstr "" - -msgid "" -"Connect to a signal. Extremely safe, but should be used only to \"respond\" " -"to behavior, not start it. By convention, signal names are usually past-" -"tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." -msgstr "" - -msgid "Call a method. Used to start behavior." -msgstr "" - -msgid "" -"Initialize a :ref:`Callable ` property. Safer than a method " -"as ownership of the method is unnecessary. Used to start behavior." -msgstr "" - -msgid "Initialize a Node or other Object reference." -msgstr "" - -msgid "Initialize a NodePath." -msgstr "" - -msgid "" -"These options hide the points of access from the child node. This in turn " -"keeps the child **loosely coupled** to its environment. One can re-use it in " -"another context without any extra changes to its API." -msgstr "" - -msgid "" -"Although the examples above illustrate parent-child relationships, the same " -"principles apply towards all object relations. Nodes which are siblings " -"should only be aware of their hierarchies while an ancestor mediates their " -"communications and references." -msgstr "" - -msgid "" -"The same principles also apply to non-Node objects that maintain " -"dependencies on other objects. Whichever object actually owns the objects " -"should manage the relationships between them." -msgstr "" - -msgid "" -"One should favor keeping data in-house (internal to a scene) though as " -"placing a dependency on an external context, even a loosely coupled one, " -"still means that the node will expect something in its environment to be " -"true. The project's design philosophies should prevent this from happening. " -"If not, the code's inherent liabilities will force developers to use " -"documentation to keep track of object relations on a microscopic scale; this " -"is otherwise known as development hell. Writing code that relies on external " -"documentation for one to use it safely is error-prone by default." -msgstr "" - -msgid "" -"To avoid creating and maintaining such documentation, one converts the " -"dependent node (\"child\" above) into a tool script that implements " -"``_get_configuration_warnings()``. Returning a non-empty PackedStringArray " -"from it will make the Scene dock generate a warning icon with the string(s) " -"as a tooltip by the node. This is the same icon that appears for nodes such " -"as the :ref:`Area2D ` node when it has no child :ref:" -"`CollisionShape2D ` nodes defined. The editor then " -"self-documents the scene through the script code. No content duplication via " -"documentation is necessary." -msgstr "" - -msgid "" -"A GUI like this can better inform project users of critical information " -"about a Node. Does it have external dependencies? Have those dependencies " -"been satisfied? Other programmers, and especially designers and writers, " -"will need clear instructions in the messages telling them what to do to " -"configure it." -msgstr "" - -msgid "" -"So, why does all this complex switcharoo work? Well, because scenes operate " -"best when they operate alone. If unable to work alone, then working with " -"others anonymously (with minimal hard dependencies, i.e. loose coupling) is " -"the next best thing. Inevitably, changes may need to be made to a class and " -"if these changes cause it to interact with other scenes in unforeseen ways, " -"then things will start to break down. The whole point of all this " -"indirection is to avoid ending up in a situation where changing one class " -"results in adversely effecting other classes dependent on it." -msgstr "" - -msgid "" -"Scripts and scenes, as extensions of engine classes, should abide by *all* " -"OOP principles. Examples include..." -msgstr "" - -msgid "`SOLID `_" -msgstr "" - -msgid "`DRY `_" -msgstr "" - -msgid "`KISS `_" -msgstr "" - -msgid "`YAGNI `_" -msgstr "" - -msgid "Choosing a node tree structure" -msgstr "Solmupuurakenteen valinta" - -msgid "" -"So, a developer starts work on a game only to stop at the vast possibilities " -"before them. They might know what they want to do, what systems they want to " -"have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in countless ways. " -"But, for those who are unsure, this helpful guide can give them a sample of " -"a decent structure to start with." -msgstr "" - -msgid "" -"A game should always have a sort of \"entry point\"; somewhere the developer " -"can definitively track where things begin so that they can follow the logic " -"as it continues elsewhere. This place also serves as a bird's eye view of " -"all of the other data and logic in the program. For traditional " -"applications, this would be the \"main\" function. In this case, it would be " -"a Main node." -msgstr "" - -msgid "Node \"Main\" (main.gd)" -msgstr "" - -msgid "" -"The ``main.gd`` script would then serve as the primary controller of one's " -"game." -msgstr "" - -msgid "" -"Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " -"child of Main. In addition, one will need a primary GUI for their game that " -"manages the various menus and widgets the project needs." -msgstr "" - -msgid "Node2D/Node3D \"World\" (game_world.gd)" -msgstr "" - -msgid "Control \"GUI\" (gui.gd)" -msgstr "" - -msgid "" -"When changing levels, one can then swap out the children of the \"World\" " -"node. :ref:`Changing scenes manually ` gives " -"users full control over how their game world transitions." -msgstr "" - -msgid "" -"The next step is to consider what gameplay systems one's project requires. " -"If one has a system that..." -msgstr "" - -msgid "tracks all of its data internally" -msgstr "" - -msgid "should be globally accessible" -msgstr "" - -msgid "should exist in isolation" -msgstr "" - -msgid "" -"... then one should create an :ref:`autoload 'singleton' node " -"`." -msgstr "" - -msgid "" -"For smaller games, a simpler alternative with less control would be to have " -"a \"Game\" singleton that simply calls the :ref:`SceneTree." -"change_scene_to_file() ` method " -"to swap out the main scene's content. This structure more or less keeps the " -"\"World\" as the main game node." -msgstr "" - -msgid "" -"Any GUI would need to also be a singleton; be a transitory part of the " -"\"World\"; or be manually added as a direct child of the root. Otherwise, " -"the GUI nodes would also delete themselves during scene transitions." -msgstr "" - -msgid "" -"If one has systems that modify other systems' data, one should define those " -"as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`Autoloads versus regular nodes " -"` documentation." -msgstr "" - -msgid "" -"Each subsystem within one's game should have its own section within the " -"SceneTree. One should use parent-child relationships only in cases where " -"nodes are effectively elements of their parents. Does removing the parent " -"reasonably mean that one should also remove the children? If not, then it " -"should have its own place in the hierarchy as a sibling or some other " -"relation." -msgstr "" - -msgid "" -"In some cases, one needs these separated nodes to *also* position themselves " -"relative to each other. One can use the :ref:`RemoteTransform " -"` / :ref:`RemoteTransform2D " -"` nodes for this purpose. They will allow a target " -"node to conditionally inherit selected transform elements from the Remote\\* " -"node. To assign the ``target`` :ref:`NodePath `, use one of " -"the following:" -msgstr "" - -msgid "" -"A reliable third party, likely a parent node, to mediate the assignment." -msgstr "" - -msgid "" -"A group, to easily pull a reference to the desired node (assuming there will " -"only ever be one of the targets)." -msgstr "" - -msgid "" -"When should one do this? Well, this is subjective. The dilemma arises when " -"one must micro-manage when a node must move around the SceneTree to preserve " -"itself. For example..." -msgstr "" - -msgid "Add a \"player\" node to a \"room\"." -msgstr "" - -msgid "Need to change rooms, so one must delete the current room." -msgstr "" - -msgid "" -"Before the room can be deleted, one must preserve and/or move the player." -msgstr "" - -msgid "Is memory a concern?" -msgstr "" - -msgid "" -"If not, one can just create the two rooms, move the player and delete the " -"old one. No problem." -msgstr "" - -msgid "If so, one will need to..." -msgstr "" - -msgid "Move the player somewhere else in the tree." -msgstr "" - -msgid "Delete the room." -msgstr "" - -msgid "Instantiate and add the new room." -msgstr "" - -msgid "Re-add the player." -msgstr "Pelaajan lisääminen uudelleen." - -msgid "" -"The issue is that the player here is a \"special case\"; one where the " -"developers must *know* that they need to handle the player this way for the " -"project. As such, the only way to reliably share this information as a team " -"is to *document* it. Keeping implementation details in documentation however " -"is dangerous. It's a maintenance burden, strains code readability, and " -"bloats the intellectual content of a project unnecessarily." -msgstr "" - -msgid "" -"In a more complex game with larger assets, it can be a better idea to simply " -"keep the player somewhere else in the SceneTree entirely. This results in:" -msgstr "" - -msgid "More consistency." -msgstr "" - -msgid "No \"special cases\" that must be documented and maintained somewhere." -msgstr "" - -msgid "" -"No opportunity for errors to occur because these details are not accounted " -"for." -msgstr "" - -msgid "" -"In contrast, if one ever needs to have a child node that does *not* inherit " -"the transform of their parent, one has the following options:" -msgstr "" - -msgid "" -"The **declarative** solution: place a :ref:`Node ` in between " -"them. As nodes with no transform, Nodes will not pass along such information " -"to their children." -msgstr "" - -msgid "" -"The **imperative** solution: Use the ``top_level`` property for the :ref:" -"`CanvasItem ` or :ref:`Node3D " -"` node. This will make the node ignore its " -"inherited transform." -msgstr "" - -msgid "" -"If building a networked game, keep in mind which nodes and gameplay systems " -"are relevant to all players versus those just pertinent to the authoritative " -"server. For example, users do not all need to have a copy of every players' " -"\"PlayerController\" logic. Instead, they need only their own. As such, " -"keeping these in a separate branch from the \"world\" can help simplify the " -"management of game connections and the like." -msgstr "" - -msgid "" -"The key to scene organization is to consider the SceneTree in relational " -"terms rather than spatial terms. Are the nodes dependent on their parent's " -"existence? If not, then they can thrive all by themselves somewhere else. If " -"they are dependent, then it stands to reason that they should be children of " -"that parent (and likely part of that parent's scene if they aren't already)." -msgstr "" - -msgid "" -"Does this mean nodes themselves are components? Not at all. Godot's node " -"trees form an aggregation relationship, not one of composition. But while " -"one still has the flexibility to move nodes around, it is still best when " -"such moves are unnecessary by default." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po deleted file mode 100644 index daa23df5cb..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ /dev/null @@ -1,227 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "When to use scenes versus scripts" -msgstr "" - -msgid "" -"We've already covered how scenes and scripts are different. Scripts define " -"an engine class extension with imperative code, scenes with declarative code." -msgstr "" - -msgid "" -"Each system's capabilities are different as a result. Scenes can define how " -"an extended class initializes, but not what its behavior actually is. Scenes " -"are often used in conjunction with a script, the scene declaring a " -"composition of nodes, and the script adding behaviour with imperative code." -msgstr "" - -msgid "Anonymous types" -msgstr "" - -msgid "" -"It *is* possible to completely define a scenes' contents using a script " -"alone. This is, in essence, what the Godot Editor does, only in the C++ " -"constructor of its objects." -msgstr "" - -msgid "" -"But, choosing which one to use can be a dilemma. Creating script instances " -"is identical to creating in-engine classes whereas handling scenes requires " -"a change in API:" -msgstr "" - -msgid "" -"Also, scripts will operate a little slower than scenes due to the speed " -"differences between engine and script code. The larger and more complex the " -"node, the more reason there is to build it as a scene." -msgstr "" - -msgid "Named types" -msgstr "Nimetyt tyypit" - -msgid "" -"Scripts can be registered as a new type within the editor itself. This " -"displays it as a new type in the node or resource creation dialog with an " -"optional icon. This way, the user's ability to use the script is much more " -"streamlined. Rather than having to..." -msgstr "" - -msgid "Know the base type of the script they would like to use." -msgstr "" - -msgid "Create an instance of that base type." -msgstr "Luo tuon perustyypin ilmentymä." - -msgid "Add the script to the node." -msgstr "Lisää skripti solmulle." - -msgid "" -"With a registered script, the scripted type instead becomes a creation " -"option like the other nodes and resources in the system. The creation dialog " -"even has a search bar to look up the type by name." -msgstr "" - -#, fuzzy -msgid "There are two systems for registering types:" -msgstr "On kaksi tapaa tehdä tämä:" - -msgid ":ref:`Custom Types `" -msgstr "" - -msgid "Editor-only. Typenames are not accessible at runtime." -msgstr "" - -msgid "Does not support inherited custom types." -msgstr "" - -msgid "An initializer tool. Creates the node with the script. Nothing more." -msgstr "" - -msgid "" -"Editor has no type-awareness of the script or its relationship to other " -"engine types or scripts." -msgstr "" - -msgid "Allows users to define an icon." -msgstr "" - -msgid "" -"Works for all scripting languages because it deals with Script resources in " -"abstract." -msgstr "" - -msgid "" -"Set up using :ref:`EditorPlugin.add_custom_type " -"`." -msgstr "" - -msgid ":ref:`Script Classes `" -msgstr "" - -msgid "Editor and runtime accessible." -msgstr "" - -msgid "Displays inheritance relationships in full." -msgstr "" - -msgid "" -"Creates the node with the script, but can also change types or extend the " -"type from the editor." -msgstr "" - -msgid "" -"Editor is aware of inheritance relationships between scripts, script " -"classes, and engine C++ classes." -msgstr "" - -msgid "" -"Engine developers must add support for languages manually (both name " -"exposure and runtime accessibility)." -msgstr "" - -msgid "Godot 3.1+ only." -msgstr "Vain Godot 3.1+." - -msgid "" -"The Editor scans project folders and registers any exposed names for all " -"scripting languages. Each scripting language must implement its own support " -"for exposing this information." -msgstr "" - -msgid "" -"Both methodologies add names to the creation dialog, but script classes, in " -"particular, also allow for users to access the typename without loading the " -"script resource. Creating instances and accessing constants or static " -"methods is viable from anywhere." -msgstr "" - -msgid "" -"With features like these, one may wish their type to be a script without a " -"scene due to the ease of use it grants users. Those developing plugins or " -"creating in-house tools for designers to use will find an easier time of " -"things this way." -msgstr "" - -msgid "" -"On the downside, it also means having to use largely imperative programming." -msgstr "" - -msgid "Performance of Script vs PackedScene" -msgstr "" - -msgid "" -"One last aspect to consider when choosing scenes and scripts is execution " -"speed." -msgstr "" - -msgid "" -"As the size of objects increases, the scripts' necessary size to create and " -"initialize them grows much larger. Creating node hierarchies demonstrates " -"this. Each Node's logic could be several hundred lines of code in length." -msgstr "" - -msgid "" -"The code example below creates a new ``Node``, changes its name, assigns a " -"script to it, sets its future parent as its owner so it gets saved to disk " -"along with it, and finally adds it as a child of the ``Main`` node:" -msgstr "" - -msgid "" -"Script code like this is much slower than engine-side C++ code. Each " -"instruction makes a call to the scripting API which leads to many " -"\"lookups\" on the back-end to find the logic to execute." -msgstr "" - -msgid "" -"Scenes help to avoid this performance issue. :ref:`PackedScene " -"`, the base type that scenes inherit from, defines " -"resources that use serialized data to create objects. The engine can process " -"scenes in batches on the back-end and provide much better performance than " -"scripts." -msgstr "" - -msgid "Conclusion" -msgstr "Lopputulos" - -msgid "In the end, the best approach is to consider the following:" -msgstr "" - -msgid "" -"If one wishes to create a basic tool that is going to be re-used in several " -"different projects and which people of all skill levels will likely use " -"(including those who don't label themselves as \"programmers\"), then " -"chances are that it should probably be a script, likely one with a custom " -"name/icon." -msgstr "" - -msgid "" -"If one wishes to create a concept that is particular to their game, then it " -"should always be a scene. Scenes are easier to track/edit and provide more " -"security than scripts." -msgstr "" - -msgid "" -"If one would like to give a name to a scene, then they can still sort of do " -"this by declaring a script class and giving it a scene as a constant. The " -"script becomes, in effect, a namespace:" -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/version_control_systems.po deleted file mode 100644 index e5c716bf8a..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ /dev/null @@ -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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Version control systems" -msgstr "" - -msgid "Introduction" -msgstr "Johdanto" - -msgid "" -"Godot aims to be VCS-friendly and generate mostly readable and mergeable " -"files." -msgstr "" - -#, fuzzy -msgid "Version control plugins" -msgstr "Ohjauspisteiden lisäys" - -msgid "" -"Godot also supports the use of version control systems in the editor itself. " -"However, version control in the editor requires a plugin for the specific " -"VCS you're using." -msgstr "" - -msgid "" -"As of July 2023, there is only a Git plugin available, but the community may " -"create additional VCS plugins." -msgstr "" - -msgid "Official Git plugin" -msgstr "" - -msgid "" -"As of July 2023, the Git plugin hasn't been updated to work with Godot 4.1 " -"and later yet." -msgstr "" - -msgid "" -"Using Git from inside the editor is supported with an official plugin. You " -"can find the latest releases on `GitHub `__." -msgstr "" - -#, fuzzy -msgid "" -"Documentation on how to use the Git plugin can be found on its `wiki " -"`__." -msgstr "" -"Jos osallistut dokumentaation tekemiseen, sen säilö löytyy `tästä " -"osoitteesta `_." - -msgid "Files to exclude from VCS" -msgstr "" - -msgid "" -"This lists files and folders that should be ignored from version control in " -"Godot 4.1 and later." -msgstr "" - -msgid "" -"The list of files of folders that should be ignored from version control in " -"Godot 3.x and Godot 4.0 is **entirely** different. This is important, as " -"Godot 3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` " -"(unlike Godot 4.1 and later)." -msgstr "" - -msgid "" -"If you are using Godot 3, check the ``3.5`` version of this documentation " -"page instead." -msgstr "" - -msgid "" -"There are some files and folders Godot automatically creates when opening a " -"project in the editor for the first time. To avoid bloating your version " -"control repository with generated data, you should add them to your VCS " -"ignore:" -msgstr "" - -msgid "``.godot/``: This folder stores various project cache data." -msgstr "" - -msgid "" -"``*.translation``: These files are binary imported :ref:`translations " -"` generated from CSV files." -msgstr "" - -msgid "" -"You can make the Godot project manager generate version control metadata for " -"you automatically when creating a project. When choosing the **Git** option, " -"this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" -msgstr "" - -msgid "" -"Creating version control metadata in the project manager's New Project dialog" -msgstr "" - -msgid "" -"Creating version control metadata in the project manager's **New Project** " -"dialog" -msgstr "" - -msgid "" -"In existing projects, select the **Project** menu at the top of the editor, " -"then choose **Version Control > Generate Version Control Metadata**. This " -"creates the same files as if the operation was performed in the project " -"manager." -msgstr "" - -msgid "Working with Git on Windows" -msgstr "" - -msgid "" -"Most Git for Windows clients are configured with the ``core.autocrlf`` set " -"to ``true``. This can lead to files unnecessarily being marked as modified " -"by Git due to their line endings being converted from LF to CRLF " -"automatically." -msgstr "" - -msgid "It is better to set this option as:" -msgstr "" - -msgid "" -"Creating version control metadata using the project manager or editor will " -"automatically enforce LF line endings using the ``.gitattributes`` file. In " -"this case, you don't need to change your Git configuration." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po deleted file mode 100644 index 72888e9afd..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ /dev/null @@ -1,141 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Applying object-oriented principles in Godot" -msgstr "" - -msgid "" -"The engine offers two main ways to create reusable objects: scripts and " -"scenes. Neither of these technically define classes under the hood." -msgstr "" - -msgid "" -"Still, many best practices using Godot involve applying object-oriented " -"programming principles to the scripts and scenes that compose your game. " -"That is why it's useful to understand how we can think of them as classes." -msgstr "" - -msgid "" -"This guide briefly explains how scripts and scenes work in the engine's core " -"to help you understand how they work under the hood." -msgstr "" - -msgid "How scripts work in the engine" -msgstr "" - -msgid "" -"The engine provides built-in classes like :ref:`Node `. You can " -"extend those to create derived types using a script." -msgstr "" - -msgid "" -"These scripts are not technically classes. Instead, they are resources that " -"tell the engine a sequence of initializations to perform on one of the " -"engine's built-in classes." -msgstr "" - -msgid "" -"Godot's internal classes have methods that register a class's data with a :" -"ref:`ClassDB `. This database provides runtime access to " -"class information. ``ClassDB`` contains information about classes like:" -msgstr "" - -msgid "Properties." -msgstr "Ominaisuudet." - -msgid "Methods." -msgstr "Metodit." - -msgid "Constants." -msgstr "Vakiot." - -msgid "Signals." -msgstr "Signaalit." - -msgid "" -"This ``ClassDB`` is what objects check against when performing an operation " -"like accessing a property or calling a method. It checks the database's " -"records and the object's base types' records to see if the object supports " -"the operation." -msgstr "" - -msgid "" -"Attaching a :ref:`Script ` to your object extends the methods, " -"properties, and signals available from the ``ClassDB``." -msgstr "" - -msgid "" -"Even scripts that don't use the ``extends`` keyword implicitly inherit from " -"the engine's base :ref:`RefCounted ` class. As a result, " -"you can instantiate scripts without the ``extends`` keyword from code. Since " -"they extend ``RefCounted`` though, you cannot attach them to a :ref:`Node " -"`." -msgstr "" - -msgid "Scenes" -msgstr "Skenet" - -msgid "" -"The behavior of scenes has many similarities to classes, so it can make " -"sense to think of a scene as a class. Scenes are reusable, instantiable, and " -"inheritable groups of nodes. Creating a scene is similar to having a script " -"that creates nodes and adds them as children using ``add_child()``." -msgstr "" - -msgid "" -"We often pair a scene with a scripted root node that makes use of the " -"scene's nodes. As such, the script extends the scene by adding behavior " -"through imperative code." -msgstr "" - -msgid "The content of a scene helps to define:" -msgstr "" - -#, fuzzy -msgid "What nodes are available to the script." -msgstr "Mitkä solmut ovat käytettävissä skriptissä" - -msgid "How they are organized." -msgstr "" - -msgid "How they are initialized." -msgstr "" - -msgid "What signal connections they have with each other." -msgstr "" - -msgid "" -"Why is any of this important to scene organization? Because instances of " -"scenes *are* objects. As a result, many object-oriented principles that " -"apply to written code also apply to scenes: single responsibility, " -"encapsulation, and others." -msgstr "" - -msgid "" -"The scene is *always an extension of the script attached to its root node*, " -"so you can interpret it as part of a class." -msgstr "" - -msgid "" -"Most of the techniques explained in this best practices series build on this " -"point." -msgstr "" - -msgid "Translation status" -msgstr "Käännöksen tila" diff --git a/sphinx/po/fi/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/fi/LC_MESSAGES/tutorials/editor/command_line_tutorial.po deleted file mode 100644 index 4d76457b1c..0000000000 --- a/sphinx/po/fi/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ /dev/null @@ -1,794 +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 , 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 \n" -"Language-Team: LANGUAGE \n" -"Language: fi\n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -msgid "Command line tutorial" -msgstr "" - -msgid "" -"Some developers like using the command line extensively. Godot is designed " -"to be friendly to them, so here are the steps for working entirely from the " -"command line. Given the engine relies on almost no external libraries, " -"initialization times are pretty fast, making it suitable for this workflow." -msgstr "" - -msgid "" -"On Windows and Linux, you can run a Godot binary in a terminal by specifying " -"its relative or absolute path." -msgstr "" - -msgid "" -"On macOS, the process is different due to Godot being contained within an ``." -"app`` bundle (which is a *folder*, not a file). To run a Godot binary from a " -"terminal on macOS, you have to ``cd`` to the folder where the Godot " -"application bundle is located, then run ``Godot.app/Contents/MacOS/Godot`` " -"followed by any command line arguments. If you've renamed the application " -"bundle from ``Godot`` to another name, make sure to edit this command line " -"accordingly." -msgstr "" - -#, fuzzy -msgid "Command line reference" -msgstr "Logiikka-asetukset" - -msgid "release" -msgstr "" - -#, fuzzy -msgid "debug" -msgstr "Virheenkorjaus" - -#, fuzzy -msgid "editor" -msgstr "Editori" - -msgid "**Legend**" -msgstr "" - -msgid "" -"|release| Available in editor builds, debug export templates and release " -"export templates." -msgstr "" - -msgid "|debug| Available in editor builds and debug export templates only." -msgstr "" - -msgid "|editor| Only available in editor builds." -msgstr "" - -msgid "" -"Note that unknown command line arguments have no effect whatsoever. The " -"engine will **not** warn you when using a command line argument that doesn't " -"exist with a given build type." -msgstr "" - -#, fuzzy -msgid "**General options**" -msgstr "Yleiset ominaisuudet" - -msgid "Command" -msgstr "" - -msgid "Description" -msgstr "Kuvaus" - -msgid "``-h``, ``--help``" -msgstr "" - -msgid "|release| Display the list of command line options." -msgstr "" - -msgid "``--version``" -msgstr "" - -msgid "|release| Display the version string." -msgstr "" - -msgid "``-v``, ``--verbose``" -msgstr "" - -msgid "|release| Use verbose stdout mode." -msgstr "" - -msgid "``-q``, ``--quiet``" -msgstr "" - -msgid "" -"|release| Quiet mode, silences stdout messages. Errors are still displayed." -msgstr "" - -#, fuzzy -msgid "**Run options**" -msgstr "**Kuvaus**" - -msgid "``--``, ``++``" -msgstr "" - -msgid "" -"|release| Separator for user-provided arguments. Following arguments are not " -"used by the engine, but can be read from ``OS.get_cmdline_user_args()``." -msgstr "" - -msgid "``-e``, ``--editor``" -msgstr "" - -msgid "|editor| Start the editor instead of running the scene." -msgstr "" - -msgid "``-p``, ``--project-manager``" -msgstr "" - -msgid "|editor| Start the Project Manager, even if a project is auto-detected." -msgstr "" - -msgid "``--debug-server ``" -msgstr "" - -msgid "" -"|editor| Start the editor debug server (``://[:]``, " -"e.g. ``tcp://127.0.0.1:6007``)" -msgstr "" - -msgid "``--quit``" -msgstr "" - -msgid "|release| Quit after the first iteration." -msgstr "" - -#, fuzzy -msgid "``--quit-after``" -msgstr "``owner``" - -msgid "" -"|release| Quit after the given number of iterations. Set to 0 to disable." -msgstr "" - -msgid "``-l``, ``--language ``" -msgstr "" - -msgid "" -"|release| Use a specific locale. ```` follows the format " -"``language_Script_COUNTRY_VARIANT`` where language is a 2 or 3-letter " -"language code in lowercase and the rest is optional. See :ref:`doc_locales` " -"for more details." -msgstr "" - -msgid "``--path ``" -msgstr "" - -msgid "" -"|release| Path to a project (```` must contain a 'project.godot' " -"file)." -msgstr "" - -msgid "``-u``, ``--upwards``" -msgstr "" - -msgid "|release| Scan folders upwards for 'project.godot' file." -msgstr "" - -msgid "``--main-pack ``" -msgstr "" - -msgid "|release| Path to a pack (.pck) file to load." -msgstr "" - -msgid "``--render-thread ``" -msgstr "" - -msgid "" -"|release| Render thread mode ('unsafe', 'safe', 'separate'). See :ref:" -"`Thread Model ` for more details." -msgstr "" - -msgid "``--remote-fs
``" -msgstr "" - -msgid "|release| Remote filesystem (``[:]`` address)." -msgstr "" - -msgid "``--remote-fs-password ``" -msgstr "" - -msgid "|release| Password for remote filesystem." -msgstr "" - -msgid "``--audio-driver ``" -msgstr "" - -msgid "" -"|release| Audio driver. Use ``--help`` first to display the list of " -"available drivers." -msgstr "" - -msgid "``--display-driver ``" -msgstr "" - -msgid "" -"|release| Display driver (and rendering driver). Use ``--help`` first to " -"display the list of available drivers." -msgstr "" - -msgid "``--rendering-method ``" -msgstr "" - -msgid "|release| Renderer name. Requires driver support." -msgstr "" - -msgid "``--rendering-driver ``" -msgstr "" - -msgid "" -"|release| Rendering driver (depends on display driver). Use ``--help`` first " -"to display the list of available drivers." -msgstr "" - -msgid "``--gpu-index ``" -msgstr "" - -msgid "" -"|release| Use a specific GPU (run with ``--verbose`` to get available device " -"list)." -msgstr "" - -msgid "``--text-driver ``" -msgstr "" - -msgid "|release| Text driver (Fonts, BiDi, shaping)." -msgstr "" - -msgid "``--tablet-driver ``" -msgstr "" - -msgid "|release| Pen tablet input driver." -msgstr "" - -msgid "``--headless``" -msgstr "" - -msgid "" -"|release| Enable headless mode (``--display-driver headless --audio-driver " -"Dummy``). Useful for servers and with ``--script``." -msgstr "" - -msgid "``--write-movie ``" -msgstr "" - -msgid "" -"|release| Run the engine in a way that a movie is written (usually with .avi " -"or .png extension). ``--fixed-fps`` is forced when enabled, but can be used " -"to change movie FPS. ``--disable-vsync`` can speed up movie writing but " -"makes interaction more difficult. ``--quit-after`` can be used to specify " -"the number of frames to write." -msgstr "" - -#, fuzzy -msgid "**Display options**" -msgstr "**Kuvaus**" - -msgid "``-f``, ``--fullscreen``" -msgstr "" - -#, fuzzy -msgid "|release| Request fullscreen mode." -msgstr "Koko näytön tila." - -msgid "``-m``, ``--maximized``" -msgstr "" - -msgid "|release| Request a maximized window." -msgstr "" - -msgid "``-w``, ``--windowed``" -msgstr "" - -msgid "|release| Request windowed mode." -msgstr "" - -msgid "``-t``, ``--always-on-top``" -msgstr "" - -msgid "|release| Request an always-on-top window." -msgstr "" - -msgid "``--resolution x``" -msgstr "" - -msgid "|release| Request window resolution." -msgstr "" - -msgid "``--position ,``" -msgstr "" - -msgid "|release| Request window position." -msgstr "" - -msgid "``--screen ``" -msgstr "" - -msgid "|release| Request window screen." -msgstr "" - -msgid "``--single-window``" -msgstr "" - -msgid "|release| Use a single window (no separate subwindows)." -msgstr "" - -msgid "``--xr-mode ``" -msgstr "" - -msgid "|release| Select XR mode ('default', 'off', 'on')." -msgstr "" - -#, fuzzy -msgid "**Debug options**" -msgstr "**Kuvaus**" - -msgid "``-d``, ``--debug``" -msgstr "" - -msgid "|release| Debug (local stdout debugger)." -msgstr "" - -msgid "``-b``, ``--breakpoints``" -msgstr "" - -msgid "" -"|release| Breakpoint list as source::line comma-separated pairs, no spaces " -"(use ``%20`` instead)." -msgstr "" - -msgid "``--profiling``" -msgstr "" - -msgid "|release| Enable profiling in the script debugger." -msgstr "" - -msgid "``--gpu-profile``" -msgstr "" - -msgid "" -"|release| Show a GPU profile of the tasks that took the most time during " -"frame rendering." -msgstr "" - -msgid "``--gpu-validation``" -msgstr "" - -msgid "" -"|release| Enable graphics API :ref:`validation layers " -"` for debugging." -msgstr "" - -msgid "``--gpu-abort``" -msgstr "" - -msgid "" -"|debug| Abort on GPU errors (usually validation layer errors), may help see " -"the problem if your system freezes." -msgstr "" - -msgid "``--remote-debug ``" -msgstr "" - -msgid "" -"|release| Remote debug (``://[:]``, e.g. " -"``tcp://127.0.0.1:6007``)." -msgstr "" - -msgid "``--single-threaded-scene``" -msgstr "" - -msgid "" -"|release| Scene tree runs in single-threaded mode. Sub-thread groups are " -"disabled and run on the main thread." -msgstr "" - -msgid "``--debug-collisions``" -msgstr "" - -msgid "|debug| Show collision shapes when running the scene." -msgstr "" - -#, fuzzy -msgid "``--debug-paths``" -msgstr "``path`` (polku)" - -msgid "|debug| Show path lines when running the scene." -msgstr "" - -msgid "``--debug-navigation``" -msgstr "" - -msgid "|debug| Show navigation polygons when running the scene." -msgstr "" - -msgid "``--debug-avoidance``" -msgstr "" - -msgid "|debug| Show navigation avoidance debug visuals when running the scene." -msgstr "" - -msgid "``--debug-stringnames``" -msgstr "" - -msgid "" -"|debug| Print all StringName allocations to stdout when the engine quits." -msgstr "" - -msgid "``--frame-delay ``" -msgstr "" - -msgid "" -"|release| Simulate high CPU load (delay each frame by milliseconds)." -msgstr "" - -msgid "``--time-scale ``" -msgstr "" - -msgid "" -"|release| Force time scale (higher values are faster, 1.0 is normal speed)." -msgstr "" - -#, fuzzy -msgid "``--disable-vsync``" -msgstr "``owner``" - -msgid "" -"|release| Forces disabling of vertical synchronization, even if enabled in " -"the project settings. Does not override driver-level V-Sync enforcement." -msgstr "" - -msgid "``--disable-render-loop``" -msgstr "" - -msgid "" -"|release| Disable render loop so rendering only occurs when called " -"explicitly from script." -msgstr "" - -msgid "``--disable-crash-handler``" -msgstr "" - -msgid "|release| Disable crash handler when supported by the platform code." -msgstr "" - -msgid "``--fixed-fps ``" -msgstr "" - -msgid "" -"|release| Force a fixed number of frames per second. This setting disables " -"real-time synchronization." -msgstr "" - -msgid "``--delta-smoothing ``" -msgstr "" - -msgid "" -"|release| Enable or disable frame delta smoothing ('enable', 'disable')." -msgstr "" - -msgid "``--print-fps``" -msgstr "" - -msgid "|release| Print the frames per second to the stdout." -msgstr "" - -msgid "**Standalone tools**" -msgstr "" - -msgid "``-s``, ``--script