Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2021-06-02 14:24:20 +02:00
parent 1898f62979
commit 05b30269bc
4648 changed files with 77335 additions and 67462 deletions

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -540,7 +540,7 @@ msgstr ""
#: ../../docs/about/faq.rst:207
msgid ""
"Godot intentionally does not include features that can be implemented by add-"
"ons unless they are used very often. One exemple of this would be advanced "
"ons unless they are used very often. One example of this would be advanced "
"artificial intelligence functionality."
msgstr ""
@@ -876,11 +876,46 @@ msgstr ""
"Bonusové body za podání screenshotů, konkrétních čísel, testovacích případů "
"nebo příkladů projektů (pokud jsou k dispozici)."
#: ../../docs/about/faq.rst:359
#: ../../docs/about/faq.rst:361
#, fuzzy
msgid "Is it possible to use Godot to create non-game applications?"
msgstr "Je možné Godot použít jako knihovnu?"
#: ../../docs/about/faq.rst:363
#, fuzzy
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 ""
"Malá velikost distribuce Godot z něj činí vhodnou alternativu k frameworkům "
"jako Electron nebo Qt."
#: ../../docs/about/faq.rst:366
msgid ""
"When creating a non-game application, make sure to enable :ref:`low-"
"processor mode <class_ProjectSettings_property_application/run/"
"low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
#: ../../docs/about/faq.rst:370
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 ""
#: ../../docs/about/faq.rst:373
msgid ""
"Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ "
"and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for "
"examples of open source applications made with Godot."
msgstr ""
#: ../../docs/about/faq.rst:380
msgid "Is it possible to use Godot as a library?"
msgstr "Je možné Godot použít jako knihovnu?"
#: ../../docs/about/faq.rst:361
#: ../../docs/about/faq.rst:382
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 "
@@ -893,7 +928,7 @@ msgstr ""
"protože by to zvyšovalo spletitost a obtížnost použití zbytku enginupro "
"příležitostné uživatele."
#: ../../docs/about/faq.rst:366
#: ../../docs/about/faq.rst:387
msgid ""
"If you want to use a rendering library, look into using an established "
"rendering engine instead. Keep in mind rendering engines usually have "
@@ -905,11 +940,41 @@ msgstr ""
"mají obvykle menší komunity ve srovnání s Godotem. To ztěžuje nalezení "
"odpovědí na vaše otázky."
#: ../../docs/about/faq.rst:372
#: ../../docs/about/faq.rst:393
msgid "What user interface toolkit does Godot use?"
msgstr ""
#: ../../docs/about/faq.rst:395
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 ""
#: ../../docs/about/faq.rst:402
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 ""
#: ../../docs/about/faq.rst:408
msgid ""
"This custom UI toolkit :ref:`can't be used as a library "
"<doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create "
"non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr ""
#: ../../docs/about/faq.rst:413
msgid "Why does Godot not use STL (Standard Template Library)"
msgstr "Proč Godot nepoužívá STL (Standard Template Library)"
#: ../../docs/about/faq.rst:374
#: ../../docs/about/faq.rst:415
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 "
@@ -919,7 +984,7 @@ msgstr ""
"Věříme, že STL je skvělá univerzální knihovna, ale pro Godota jsme měli "
"specifické požadavky."
#: ../../docs/about/faq.rst:378
#: ../../docs/about/faq.rst:419
msgid ""
"STL templates create very large symbols, which results in huge debug "
"binaries. We use few templates with very short names instead."
@@ -928,7 +993,7 @@ msgstr ""
"obrovské debugovací binární soubory. Místo toho používáme několik šablon s "
"velmi krátkými jmény."
#: ../../docs/about/faq.rst:379
#: ../../docs/about/faq.rst:420
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 "
@@ -941,7 +1006,7 @@ msgstr ""
"map jsou také navrženy tak, aby hladce spolupracovaly s interními typy "
"enginu."
#: ../../docs/about/faq.rst:380
#: ../../docs/about/faq.rst:421
msgid ""
"Our containers have memory tracking built-in, which helps better track "
"memory usage."
@@ -949,7 +1014,7 @@ msgstr ""
"Naše kontejnery mají vestavěné sledování paměti, což pomáhá lépe sledovat "
"celkové využití paměti."
#: ../../docs/about/faq.rst:381
#: ../../docs/about/faq.rst:422
msgid ""
"For large arrays, we use pooled memory, which can be mapped to either a "
"preallocated buffer or virtual memory."
@@ -958,7 +1023,7 @@ msgstr ""
"namapovat buď na předběžně přidělenou vyrovnávací paměť nebo na virtuální "
"paměť."
#: ../../docs/about/faq.rst:382
#: ../../docs/about/faq.rst:423
msgid ""
"We use our custom String type, as the one provided by STL is too basic and "
"lacks proper internationalization support."
@@ -966,11 +1031,11 @@ msgstr ""
"Používáme náš vlastní typ String, protože typ poskytovaný STL je příliš "
"prostý a postrádá náležitou podporu internacionalizace."
#: ../../docs/about/faq.rst:385
#: ../../docs/about/faq.rst:426
msgid "Why does Godot not use exceptions?"
msgstr "Proč Godot nepoužívá výjimky?"
#: ../../docs/about/faq.rst:387
#: ../../docs/about/faq.rst:428
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 "
@@ -982,17 +1047,17 @@ msgstr ""
"skriptu), ale pak se pokusí co možná nejelegantněji vzpamatovat a pokračovat "
"v krasojízdě."
#: ../../docs/about/faq.rst:392
#: ../../docs/about/faq.rst:433
msgid ""
"Additionally, exceptions significantly increase binary size for the "
"executable."
msgstr "Výjimky navíc výrazně zvyšují celkovou velikost spustitelného souboru."
#: ../../docs/about/faq.rst:396
#: ../../docs/about/faq.rst:437
msgid "Why does Godot not enforce RTTI?"
msgstr "Proč Godot nevynucuje RTTI?"
#: ../../docs/about/faq.rst:398
#: ../../docs/about/faq.rst:439
msgid ""
"Godot provides its own type-casting system, which can optionally use RTTI "
"internally. Disabling RTTI in Godot means considerably smaller binary sizes "
@@ -1002,12 +1067,12 @@ msgstr ""
"RTTI. Zakázání RTTI v Godot znamená, že lze dosáhnout výrazně menších "
"velikostí spustitelných souboru při nízkých nákladech na výkon."
#: ../../docs/about/faq.rst:403
#: ../../docs/about/faq.rst:444
msgid "Why does Godot not force users to implement DoD (Data oriented Design)?"
msgstr ""
"Proč Godot nenutí uživatele implementovat DoD (Data orientovaný design)?"
#: ../../docs/about/faq.rst:405
#: ../../docs/about/faq.rst:446
msgid ""
"While Godot internally for a lot of the heavy performance tasks attempts to "
"use cache coherency as well as possible, we believe most users don't really "
@@ -1017,7 +1082,7 @@ msgstr ""
"koherenci mezipaměti, věříme, že většina uživatelů skutečně nepotřebuje být "
"nucena využívat postupy DoD."
#: ../../docs/about/faq.rst:409
#: ../../docs/about/faq.rst:450
msgid ""
"DoD is mostly a cache coherency optimization that can only gain you "
"significant performance improvements when dealing with dozens of thousands "
@@ -1031,7 +1096,7 @@ msgstr ""
"pohybujete několika stovkami skřítků nebo nepřátel za snímek, DoD vám tedy "
"stějně nepomůže a měli byste zvážit jiný přístup k optimalizaci."
#: ../../docs/about/faq.rst:416
#: ../../docs/about/faq.rst:457
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."
@@ -1039,7 +1104,7 @@ msgstr ""
"Drtivá většina her totp nepotřebuje a Godot poskytuje šikovné pomocníky, "
"kteří si se ctí poradí ve většině případů, které budete potřebovat."
#: ../../docs/about/faq.rst:419
#: ../../docs/about/faq.rst:460
msgid ""
"If a game that really needs to process such large amount of objects is "
"needed, our recommendation is to use C++ and GDNative for the high "
@@ -1049,19 +1114,19 @@ msgstr ""
"doporučujeme použít C ++ a GDNative pro části s požadavkem na vysoký výkon a "
"GDScript (nebo C #) pro zbytek hry."
#: ../../docs/about/faq.rst:424
#: ../../docs/about/faq.rst:465
msgid "How can I support Godot development or contribute?"
msgstr "Jak mohu podpořit Godotův rozvoj nebo přispět?"
#: ../../docs/about/faq.rst:426
#: ../../docs/about/faq.rst:467
msgid "See :ref:`doc_ways_to_contribute`."
msgstr "Viz :ref:`doc_ways_to_contribute`."
#: ../../docs/about/faq.rst:429
#: ../../docs/about/faq.rst:470
msgid "Who is working on Godot? How can I contact you?"
msgstr "Kdo pracuje na Godotovi? Jak vás mohu kontaktovat?"
#: ../../docs/about/faq.rst:431
#: ../../docs/about/faq.rst:472
msgid ""
"See the corresponding page on the `Godot website <https://godotengine.org/"
"contact>`_."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -137,10 +137,10 @@ msgid ""
msgstr ""
"Tato dokumentace je neustále psána, opravována, upravována a vylepšována "
"členy komunity Godot Engine. Je upravována prostřednictvím textových souborů "
"ve `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html >`_ "
"ve `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ "
"značkovacím jazyku a poté zkompilována do statické webové stránky nebo "
"offline dokumentu za pomocí open source nástrojů ` Sphinx <http://www.sphinx-"
"doc.org> `_ a ` ReadTheDocs <https://readthedocs.org/> `_."
"offline dokumentu za pomocí open source nástrojů `Sphinx <http://www.sphinx-"
"doc.org>`_ a `ReadTheDocs <https://readthedocs.org/>`_."
#: ../../docs/about/introduction.rst:66
msgid ""

File diff suppressed because it is too large Load Diff

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -136,140 +136,153 @@ msgid ""
"for the latest 3.x stable branch by the time Godot 4.0 is released."
msgstr ""
#: ../../docs/about/release_policy.rst:88
#: ../../docs/about/release_policy.rst:84
msgid "**Version**"
msgstr "**Verze**"
#: ../../docs/about/release_policy.rst:88
#: ../../docs/about/release_policy.rst:84
msgid "**Release date**"
msgstr "**Datum vydání**"
#: ../../docs/about/release_policy.rst:88
#: ../../docs/about/release_policy.rst:84
msgid "**Support level**"
msgstr "**Úroveň podpory**"
#: ../../docs/about/release_policy.rst:90
#: ../../docs/about/release_policy.rst:86
msgid "Godot 4.0"
msgstr "Godot 4.0"
#: ../../docs/about/release_policy.rst:90
#: ../../docs/about/release_policy.rst:86
msgid "~2021 (see below)"
msgstr "~ 2021 (viz níže)"
#: ../../docs/about/release_policy.rst:90
#: ../../docs/about/release_policy.rst:86
msgid "|unstable| *Current focus of development (unstable).*"
msgstr "|unstable| *Aktuální zaměření vývoje (nestabilní).*"
#: ../../docs/about/release_policy.rst:92
#: ../../docs/about/release_policy.rst:88
#, fuzzy
msgid "Godot 3.3"
msgstr "Godot 3.2"
msgid "Godot 3.4"
msgstr "Godot 3.3"
#: ../../docs/about/release_policy.rst:92
#, fuzzy
msgid "March/April 2021"
msgstr "Březen 2019"
#: ../../docs/about/release_policy.rst:92
msgid ""
"|supported| Receives bug, security and platform support fixes, as well as "
"backwards-compatible usability enhancements."
#: ../../docs/about/release_policy.rst:88
msgid "Q2 or Q3 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:95
#: ../../docs/about/release_policy.rst:88
msgid ""
"|supported| *Beta.* Receives new features as well as bug fixes while under "
"development."
msgstr ""
#: ../../docs/about/release_policy.rst:91
msgid "Godot 3.3"
msgstr "Godot 3.3"
#: ../../docs/about/release_policy.rst:91
#, fuzzy
msgid "April 2021"
msgstr "březen/duben 2021"
#: ../../docs/about/release_policy.rst:91
msgid ""
"|supported| Receives fixes for bugs, security and platform support issues, "
"as well as backwards-compatible usability enhancements."
msgstr ""
#: ../../docs/about/release_policy.rst:94
msgid "Godot 3.2"
msgstr "Godot 3.2"
#: ../../docs/about/release_policy.rst:95
#: ../../docs/about/release_policy.rst:94
msgid "January 2020"
msgstr "Leden 2020"
#: ../../docs/about/release_policy.rst:95
#: ../../docs/about/release_policy.rst:94
#, fuzzy
msgid ""
"|partial| Only critical, security and platform support fixes (last update: "
"3.2.3)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
"|eol| No longer supported as fully superseded by the compatible 3.3 release "
"(last update: 3.2.3)."
msgstr "|eol| Již není podporována (poslední update: 3.0.6)."
#: ../../docs/about/release_policy.rst:98
#: ../../docs/about/release_policy.rst:97
msgid "Godot 3.1"
msgstr "Godot 3.1"
#: ../../docs/about/release_policy.rst:98
#: ../../docs/about/release_policy.rst:97
msgid "March 2019"
msgstr "Březen 2019"
#: ../../docs/about/release_policy.rst:98
#, fuzzy
#: ../../docs/about/release_policy.rst:97
msgid ""
"|partial| Only critical, security and platform support fixes (last update: "
"3.1.2)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
msgstr ""
"|partial| Pouze kritické, bezpečnostní opravy a podpora platformy (poslední "
"update 3.1.2)."
#: ../../docs/about/release_policy.rst:101
#: ../../docs/about/release_policy.rst:100
msgid "Godot 3.0"
msgstr "Godot 3.0"
#: ../../docs/about/release_policy.rst:101
#: ../../docs/about/release_policy.rst:100
msgid "January 2018"
msgstr "Leden 2018"
#: ../../docs/about/release_policy.rst:101
#, fuzzy
#: ../../docs/about/release_policy.rst:100
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr "|eol| Již není podporována."
msgstr "|eol| Již není podporována (poslední update: 3.0.6)."
#: ../../docs/about/release_policy.rst:103
#: ../../docs/about/release_policy.rst:102
msgid "Godot 2.1"
msgstr "Godot 2.1"
#: ../../docs/about/release_policy.rst:103
#: ../../docs/about/release_policy.rst:102
msgid "July 2016"
msgstr "Červenec 2016"
#: ../../docs/about/release_policy.rst:103
#, fuzzy
#: ../../docs/about/release_policy.rst:102
msgid ""
"|partial| Only critical, security and platform support fixes (last update: "
"2.1.6)."
msgstr "|partial| Pouze kritické, bezpečnostní opravy a podpora platformy."
msgstr ""
"|partial| Pouze kritické, bezpečnostní opravy a podpora platformy (poslední "
"update: 2.1.6)."
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:105
msgid "Godot 2.0"
msgstr "Godot 2.0"
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:105
msgid "February 2016"
msgstr "Únor 2016"
#: ../../docs/about/release_policy.rst:106
#, fuzzy
#: ../../docs/about/release_policy.rst:105
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr "|eol| Již není podporována."
msgstr "|eol| Již není podporována (poslední update:2.0.4.1)."
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:107
msgid "Godot 1.1"
msgstr "Godot 1.1"
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:107
msgid "May 2015"
msgstr "Květen 2015"
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:109
msgid "|eol| No longer supported."
msgstr "|eol| Již není podporována."
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:109
msgid "Godot 1.0"
msgstr "Godot 1.0"
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:109
msgid "December 2014"
msgstr "Prosinec 2014"
#: ../../docs/about/release_policy.rst:118
#, fuzzy
#: ../../docs/about/release_policy.rst:117
msgid ""
"**Legend:** |supported| Full support |partial| Partial support |eol| No "
"support (end of life) |unstable| Development version"
@@ -277,44 +290,42 @@ msgstr ""
"**Legenda:** |supported| Plná podpora - |partial| Částečná podpora - |eol| "
"Žádná podpora (konec životnosti) - |unstable| Vývojová verze"
#: ../../docs/about/release_policy.rst:124
#, fuzzy
#: ../../docs/about/release_policy.rst:123
msgid ""
"Pre-release Godot versions aren't intended to be used in production and are "
"provided for testing purposes only."
msgstr ""
"Vývojové verze Godota nejsou určeny k použití v produkčním prostředí a jsou "
"poskytovány s vynaložením maximálního možného úsilí."
"poskytovány pouze pro testovací účely."
#: ../../docs/about/release_policy.rst:130
#: ../../docs/about/release_policy.rst:129
msgid "When is the next release out?"
msgstr "Kdy vyjde další verze?"
#: ../../docs/about/release_policy.rst:132
#, fuzzy
#: ../../docs/about/release_policy.rst:131
msgid ""
"While Godot contributors aren't working under any deadlines, we have "
"historically had one major or minor release per year, with several "
"maintenance updates between each."
msgstr ""
"Přestože vývojáři Godota nefungují v žádných termínech, obvykle je "
"každoročně k dispozici hlavní nebo menší vydání Godota.Podle tohoto trendu "
"to znamená, že Godot 4.0 bude s největší pravděpodobností vydán v **2021**."
"každoročně k dispozici hlavní nebo menší vydání Godota s několika "
"udržovacími vydáními mezi nimi."
#: ../../docs/about/release_policy.rst:136
#: ../../docs/about/release_policy.rst:135
msgid ""
"Starting with Godot 3.3, we aim to accelerate our development cycles for "
"minor releases, so you can expect a new minor release every 3 to 6 months."
msgstr ""
#: ../../docs/about/release_policy.rst:139
#: ../../docs/about/release_policy.rst:138
msgid ""
"Maintenance (patch) releases will be released as needed with potentially "
"very short development cycles, to provide users of the current stable branch "
"with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:143
#: ../../docs/about/release_policy.rst:142
msgid ""
"As for the upcoming Godot 4.0, we can only say that we aim for a **2021** "
"release, but any closer estimate is likely to be hard to uphold. Alpha "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -377,9 +377,8 @@ msgid ""
msgstr ""
#: ../../docs/community/contributing/code_style_guidelines.rst:306
#, fuzzy
msgid "Comment style guide"
msgstr "Průvodce stylem editoru"
msgstr "Průvodce stylem komentářů"
#: ../../docs/community/contributing/code_style_guidelines.rst:308
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,151 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/community/contributing/testing_pull_requests.rst:4
msgid "Testing pull requests"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:6
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 ""
#: ../../docs/community/contributing/testing_pull_requests.rst:10
msgid ""
"Thanks to GitHub Actions, all `pull requests <https://github.com/godotengine/"
"godot/pulls>`__ have continuous builds available. These builds let you try "
"out pull requests without having to compile anything from source."
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:15
msgid "Downloading a compiled build"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:17
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 ""
#: ../../docs/community/contributing/testing_pull_requests.rst:23
msgid ""
"Due to a GitHub Actions limitation, builds are only available for 90 days "
"after the pull request was last updated. If you still wish to try a pull "
"request locally, you can :ref:`compile the pull request branch from source "
"<doc_testing_pull_requests_compile>` instead."
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:30
msgid "If you have a GitHub account"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:32
msgid ""
"Open the pull request page. Click the **Checks** tab near the top of the "
"page:"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:36
msgid ""
"In the list of platforms that appears on the left, select your platform by "
"clicking it then choose the type of build you need (editor or export "
"template). If in doubt, select an editor build:"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:42
msgid ""
"Click the **Artifacts** dropdown on the right of the page then click the "
"artifact's name to download it:"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:47
#: ../../docs/community/contributing/testing_pull_requests.rst:79
msgid ""
"Extract the ZIP archive then run the executable. Note that Windows and macOS "
"binaries are not code signed. This means you may have to bypass a security "
"warning before you can run the executable. If you frequently test pull "
"request builds, it may be better to disable Windows SmartScreen or `disable "
"macOS Gatekeeper <https://disable-gatekeeper.github.io/>`__ permanently."
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:54
msgid "If you don't have a GitHub account"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:56
msgid ""
"If you don't have a GitHub account and can't sign up for one, you can use "
"the third-party `nightly.link <https://nightly.link>`__ service to generate "
"a universal download link."
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:60
#: ../../docs/community/contributing/testing_pull_requests.rst:94
msgid ""
"Open the pull request page. Click the *fork*'s branch name near the top of "
"the page:"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:64
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 ""
#: ../../docs/community/contributing/testing_pull_requests.rst:69
msgid ""
"Open the `nightly.link <https://nightly.link>`__ website and paste the URL "
"you just copied into the text field located below the heading **Paste a "
"GitHub link, get a nightly.link!**. After pasting the URL, click **Get "
"links** on the right. If the the format of the URL you pasted is correct, "
"you should be presented with a page like this:"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:77
msgid "Click the URL of the artifact you wish to download."
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:88
msgid "Compiling a pull request branch from source"
msgstr ""
#: ../../docs/community/contributing/testing_pull_requests.rst:90
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 ""
#: ../../docs/community/contributing/testing_pull_requests.rst:98
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 ""
#: ../../docs/community/contributing/testing_pull_requests.rst:103
msgid ""
"Extract the ZIP archive and follow the :ref:`compiling <toc-devel-"
"compiling>` instructions for your operating system."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -146,23 +146,50 @@ msgid ""
"during October) on GitHub."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:89
#: ../../docs/community/contributing/ways_to_contribute.rst:90
msgid ""
"Technical details about the PR workflow are outlined in a specific section, :"
"ref:`doc_pr_workflow`."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:92
#: ../../docs/community/contributing/ways_to_contribute.rst:93
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 ""
#: ../../docs/community/contributing/ways_to_contribute.rst:97
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 ""
#: ../../docs/community/contributing/ways_to_contribute.rst:104
msgid ""
"To make sure that your time and efforts aren't wasted, it is recommended to "
"vet the idea first before implementing it and putting it for a review as a "
"PR. To that end, Godot has a `proposal system <https://github.com/"
"godotengine/godot-proposals>`_. Its usage is encouraged to plan changes and "
"discuss them with the community. Implementation details can also be "
"discussed with other contributors on the `Godot Contributors Chat <https://"
"chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:110
msgid ""
"Proposals are only required when working on an enhancement or a new feature. "
"Bug reports are sufficient for fixing issues."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:114
msgid "Testing and reporting issues"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:99
#: ../../docs/community/contributing/ways_to_contribute.rst:116
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 "
@@ -170,28 +197,28 @@ msgid ""
"the development branch and in future maintenance releases."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:105
#: ../../docs/community/contributing/ways_to_contribute.rst:122
msgid "Testing development versions"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:107
#: ../../docs/community/contributing/ways_to_contribute.rst:124
msgid "To help with the testing, you have several possibilities:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:109
#: ../../docs/community/contributing/ways_to_contribute.rst:126
msgid ""
"Compile the engine from source yourself, following the instructions of the :"
"ref:`Compiling <toc-devel-compiling>` page for your platform."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:112
#: ../../docs/community/contributing/ways_to_contribute.rst:129
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 ""
#: ../../docs/community/contributing/ways_to_contribute.rst:115
#: ../../docs/community/contributing/ways_to_contribute.rst:132
msgid ""
"Test \"trusted\" unofficial builds of the development branch; just ask "
"community members for reliable providers. Whenever possible, it's best to "
@@ -199,7 +226,7 @@ msgid ""
"provenance of your binaries."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:120
#: ../../docs/community/contributing/ways_to_contribute.rst:137
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, "
@@ -207,11 +234,11 @@ msgid ""
"testing by the developers."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:126
#: ../../docs/community/contributing/ways_to_contribute.rst:143
msgid "Filing an issue on GitHub"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:128
#: ../../docs/community/contributing/ways_to_contribute.rst:145
msgid ""
"Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/"
"issues>`_ for bug reports and enhancement suggestions. You will need a "
@@ -219,7 +246,7 @@ msgid ""
"issue\" button."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:132
#: ../../docs/community/contributing/ways_to_contribute.rst:149
msgid ""
"When you report a bug, you should keep in mind that the process is similar "
"to an appointment with your doctor. You noticed *symptoms* that make you "
@@ -229,7 +256,7 @@ msgid ""
"actual cause of the bug can be identified and addressed."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:139
#: ../../docs/community/contributing/ways_to_contribute.rst:156
msgid ""
"You should therefore always ask yourself: what is relevant information to "
"give so that other Godot contributors can understand the bug, identify it "
@@ -237,7 +264,7 @@ msgid ""
"should always provide:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:144
#: ../../docs/community/contributing/ways_to_contribute.rst:161
msgid ""
"**Operating system.** Sometimes bugs are system-specific, i.e. they happen "
"only on Windows, or only on Linux, etc. That's particularly relevant for all "
@@ -245,14 +272,14 @@ msgid ""
"management, audio, etc."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:149
#: ../../docs/community/contributing/ways_to_contribute.rst:166
msgid ""
"**Hardware.** Sometimes bugs are hardware-specific, i.e. they happen only on "
"certain processors, graphic cards, etc. If you are able to, it can be "
"helpful to include information on your hardware."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:153
#: ../../docs/community/contributing/ways_to_contribute.rst:170
msgid ""
"**Godot version.** This is a must have. Some issues might be relevant in the "
"current stable release, but fixed in the development branch, or the other "
@@ -261,7 +288,7 @@ msgid ""
"the start helps to speed up the diagnosis."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:159
#: ../../docs/community/contributing/ways_to_contribute.rst:176
msgid ""
"**How to reproduce the bug.** In the majority of cases, bugs are "
"reproducible, i.e. it is possible to trigger them reliably by following some "
@@ -275,23 +302,23 @@ msgid ""
"each issue."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:170
#: ../../docs/community/contributing/ways_to_contribute.rst:187
msgid ""
"When you click the \"New issue\" button, you should be presented with a text "
"area prefilled with our issue template. Please try to follow it so that all "
"issues are consistent and provide the required information."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:175
#: ../../docs/community/contributing/ways_to_contribute.rst:192
msgid "Contributing to the documentation"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:177
#: ../../docs/community/contributing/ways_to_contribute.rst:194
msgid ""
"There are two separate resources referred to as \"documentation\" in Godot:"
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:179
#: ../../docs/community/contributing/ways_to_contribute.rst:196
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 "
@@ -301,7 +328,7 @@ msgid ""
"request. See :ref:`doc_updating_the_class_reference` for more details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:187
#: ../../docs/community/contributing/ways_to_contribute.rst:204
msgid ""
"**The tutorials and engine documentation and its translations.** This is the "
"part you are reading now, which is distributed in the HTML, PDF and EPUB "
@@ -311,17 +338,17 @@ msgid ""
"GitHub repository. See :ref:`doc_documentation_guidelines` for more details."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:195
#: ../../docs/community/contributing/ways_to_contribute.rst:212
msgid "Contributing translations"
msgstr "Přispějte k překladu"
#: ../../docs/community/contributing/ways_to_contribute.rst:197
#: ../../docs/community/contributing/ways_to_contribute.rst:214
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 ""
#: ../../docs/community/contributing/ways_to_contribute.rst:201
#: ../../docs/community/contributing/ways_to_contribute.rst:218
msgid "See :ref:`doc_editor_and_docs_localization` for more details."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -139,7 +139,7 @@ msgstr ""
#: ../../docs/community/tutorials.rst:34
msgid ""
"`Miziziziz <https://www.youtube.com/playlist?"
"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D, GDScript)."
"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:35
@@ -196,49 +196,53 @@ msgid ""
"(GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:46
#: ../../docs/community/tutorials.rst:44
msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)."
msgstr ""
#: ../../docs/community/tutorials.rst:47
msgid "Text tutorials"
msgstr "Textové tutoriály"
#: ../../docs/community/tutorials.rst:48
#: ../../docs/community/tutorials.rst:49
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:49
#: ../../docs/community/tutorials.rst:50
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:51
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:53
#: ../../docs/community/tutorials.rst:54
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:55
#: ../../docs/community/tutorials.rst:56
msgid ""
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:56
#: ../../docs/community/tutorials.rst:57
msgid ""
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
"vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:59
#: ../../docs/community/tutorials.rst:60
msgid "Resources"
msgstr "Zdroje"
#: ../../docs/community/tutorials.rst:61
#: ../../docs/community/tutorials.rst:62
msgid ""
"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons "
"<https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:62
#: ../../docs/community/tutorials.rst:63
msgid ""
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,48 +27,49 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:11
msgid ""
"SCons 3.0+ (you can install it via Homebrew or Macports, you should be able "
"to run ``scons`` in a terminal when installed)."
"SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or "
"`MacPorts <https://www.macports.org/>`_, you should be able to run ``scons`` "
"in a terminal when installed)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:13
#: ../../docs/development/compiling/compiling_for_ios.rst:14
msgid ""
"Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:15
#: ../../docs/development/compiling/compiling_for_ios.rst:16
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:19
#: ../../docs/development/compiling/compiling_for_ios.rst:20
msgid "Compiling"
msgstr "Kompilace"
#: ../../docs/development/compiling/compiling_for_ios.rst:21
#: ../../docs/development/compiling/compiling_for_ios.rst:22
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:27
#: ../../docs/development/compiling/compiling_for_ios.rst:28
msgid "for a debug build, or:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:33
#: ../../docs/development/compiling/compiling_for_ios.rst:34
msgid ""
"for a release build (check ``platform/iphone/detect.py`` for the compiler "
"flags used for each configuration)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:36
#: ../../docs/development/compiling/compiling_for_ios.rst:37
msgid "Alternatively, you can run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:42
#: ../../docs/development/compiling/compiling_for_ios.rst:43
msgid "for a Simulator executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:44
#: ../../docs/development/compiling/compiling_for_ios.rst:45
msgid ""
"For recent devices, Apple requires 64-bit versions of application binaries "
"when you are uploading to the Apple Store. The best way to provide these is "
@@ -76,7 +77,7 @@ msgid ""
"every device will be able to run the game."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:47
#: ../../docs/development/compiling/compiling_for_ios.rst:48
msgid ""
"It can be done in three steps: first compile the 32-bit version, then "
"compile the 64-bit version and then use ``lipo`` to bundle them into one "
@@ -84,24 +85,24 @@ msgid ""
"commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:58
#: ../../docs/development/compiling/compiling_for_ios.rst:59
msgid ""
"If you also want to provide a simulator build (reduces the chance of any "
"linker errors with dependencies), you'll need to build and lipo the "
"``x86_64`` architecture as well."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:70
#: ../../docs/development/compiling/compiling_for_ios.rst:71
msgid "Run"
msgstr "Spustit"
#: ../../docs/development/compiling/compiling_for_ios.rst:72
#: ../../docs/development/compiling/compiling_for_ios.rst:73
msgid ""
"To run on a device or simulator, follow these instructions: :ref:"
"`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:75
#: ../../docs/development/compiling/compiling_for_ios.rst:76
msgid ""
"Replace or add your executable to the Xcode project, and change the "
"\"executable name\" property on Info.plist accordingly if you use an "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -63,33 +63,39 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:27
msgid ""
"Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, "
"you can easily install SCons and yasm using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:33
msgid ""
"For a general overview of SCons usage for Godot, see :ref:"
"`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:31
#: ../../docs/development/compiling/compiling_for_osx.rst:37
msgid "Compiling"
msgstr "Kompilace"
#: ../../docs/development/compiling/compiling_for_osx.rst:33
#: ../../docs/development/compiling/compiling_for_osx.rst:39
msgid "Start a terminal, go to the root directory of the engine source code."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:35
#: ../../docs/development/compiling/compiling_for_osx.rst:41
msgid "To compile for Intel (x86-64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:39
#: ../../docs/development/compiling/compiling_for_osx.rst:45
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:43
#: ../../docs/development/compiling/compiling_for_osx.rst:49
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 ""
#: ../../docs/development/compiling/compiling_for_osx.rst:47
#: ../../docs/development/compiling/compiling_for_osx.rst:53
msgid ""
"If all goes well, the resulting binary executable will be placed in the "
"``bin/`` subdirectory. This executable file contains the whole engine and "
@@ -97,41 +103,90 @@ msgid ""
"manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:52
#: ../../docs/development/compiling/compiling_for_osx.rst:58
msgid ""
"If you want to use separate editor settings for your own Godot builds and "
"official releases, you can enable :ref:`doc_data_paths_self_contained_mode` "
"by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:57
#: ../../docs/development/compiling/compiling_for_osx.rst:63
msgid ""
"To create an ``.app`` bundle like in the official builds, you need to use "
"the template located in ``misc/dist/osx_tools.app``. Typically, for an "
"optimized editor binary built with ``target=release_debug``::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:67
#: ../../docs/development/compiling/compiling_for_osx.rst:73
msgid "Compiling a headless/server build"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:69
#: ../../docs/development/compiling/compiling_for_osx.rst:75
msgid ""
"To compile a *headless* build which provides editor functionality to export "
"projects in an automated manner, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:74
#: ../../docs/development/compiling/compiling_for_osx.rst:80
msgid ""
"To compile a *server* build which is optimized to run dedicated game "
"servers, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:80
#: ../../docs/development/compiling/compiling_for_osx.rst:86
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:88
msgid ""
"To build macOS export templates, you have to compile with ``tools=no`` (no "
"editor) and respectively for ``target=release`` (release template) and "
"``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:92
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 ""
#: ../../docs/development/compiling/compiling_for_osx.rst:96
msgid "For Intel x86_64::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:101
msgid "For ARM64 (Apple M1)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:106
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 ""
#: ../../docs/development/compiling/compiling_for_osx.rst:112
msgid ""
"To create an ``.app`` bundle like in the official builds, you need to use "
"the template located in ``misc/dist/osx_template.app``. The release and "
"debug builds should be placed in ``osx_template.app/Contents/MacOS`` with "
"the names ``godot_osx_release.64`` and ``godot_osx_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 ""
#: ../../docs/development/compiling/compiling_for_osx.rst:125
msgid ""
"You can then zip the ``osx_template.app`` folder to reproduce the ``osx."
"zip`` template from the official Godot distribution::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:131
msgid "Cross-compiling for macOS from Linux"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:82
#: ../../docs/development/compiling/compiling_for_osx.rst:133
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 "
@@ -139,37 +194,37 @@ msgid ""
"to use macOS as a target. First, follow the instructions to install it:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:87
#: ../../docs/development/compiling/compiling_for_osx.rst:138
msgid ""
"Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ "
"somewhere on your machine (or download a ZIP file and extract it somewhere), "
"e.g.::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:93
#: ../../docs/development/compiling/compiling_for_osx.rst:144
msgid ""
"Follow the instructions to package the SDK: https://github.com/tpoechtrager/"
"osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:95
#: ../../docs/development/compiling/compiling_for_osx.rst:146
msgid ""
"Follow the instructions to install OSXCross: https://github.com/tpoechtrager/"
"osxcross#installation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:98
#: ../../docs/development/compiling/compiling_for_osx.rst:149
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 ""
#: ../../docs/development/compiling/compiling_for_osx.rst:104
#: ../../docs/development/compiling/compiling_for_osx.rst:155
msgid "Now you can compile with SCons like you normally would::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:108
#: ../../docs/development/compiling/compiling_for_osx.rst:159
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`` "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -30,7 +30,7 @@ msgid "To compile export templates for the Web, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:13
msgid "`Emscripten 1.39.0+ <https://emscripten.org>`__."
msgid "`Emscripten 1.39.9+ <https://emscripten.org>`__."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:14
@@ -53,22 +53,12 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:23
msgid ""
"Before starting, confirm that the Emscripten configuration file exists and "
"specifies all settings correctly. This file is available as ``~/."
"emscripten`` on UNIX-like systems and ``%USERPROFILE%\\.emscripten`` on "
"Windows. It's usually written by the Emscripten SDK, e.g. when invoking "
"``emsdk activate latest``, or by your package manager. It's also created "
"when starting Emscripten's ``emcc`` program if the file doesn't exist."
"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 ""
#: ../../docs/development/compiling/compiling_for_web.rst:30
msgid ""
"On Windows, make sure to escape backslashes of paths within the Emscripten "
"configuration file as double backslashes ``\\\\`` or use Unix-style paths "
"with a single forward slash ``/``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:34
#: ../../docs/development/compiling/compiling_for_web.rst:27
msgid ""
"Open a terminal and navigate to the root directory of the engine source "
"code. Then instruct SCons to build the JavaScript platform. Specify "
@@ -76,7 +66,7 @@ msgid ""
"for a debug build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:41
#: ../../docs/development/compiling/compiling_for_web.rst:34
msgid ""
"By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be "
"built into the engine. Official export templates also have the JavaScript "
@@ -84,7 +74,7 @@ msgid ""
"``javascript_eval`` option can be used to build without the singleton::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:49
#: ../../docs/development/compiling/compiling_for_web.rst:42
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 "
@@ -92,42 +82,74 @@ msgid ""
"zip`` for debug."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:54
#: ../../docs/development/compiling/compiling_for_web.rst:47
msgid ""
"Finally, rename the zip archive to ``webassembly_release.zip`` for the "
"release template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:59
#: ../../docs/development/compiling/compiling_for_web.rst:52
msgid "And ``webassembly_debug.zip`` for the debug template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:64
msgid "Building per asm.js translation or LLVM backend"
#: ../../docs/development/compiling/compiling_for_web.rst:57
msgid "Threads and GDNative"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:66
#: ../../docs/development/compiling/compiling_for_web.rst:59
msgid ""
"WebAssembly can be compiled in two ways: The default is to first compile to "
"asm.js, a highly optimizable subset of JavaScript, using Emscripten's "
"*fastcomp* fork of LLVM. This code is then translated to WebAssembly using a "
"tool called ``asm2wasm``. Emscripten automatically takes care of both "
"processes, we simply run SCons."
"The default export templates do not include threads and GDNative support for "
"performance and compatibility reasons. See the :ref:`export page "
"<doc_javascript_export_options>` for more info."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:63
msgid ""
"You can build the export templates using the option ``threads_enabled=yes`` "
"or ``gdnative_enabled=yes`` to enable threads or GDNative support::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:72
msgid ""
"The other method uses LLVM's WebAssembly backend. This backend is available "
"starting with LLVM 8 or in development builds. Emscripten manages this "
"process as well, so we just invoke SCons."
"Once finished, the resulting file will be placed in the ``bin`` "
"subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` "
"suffix."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:76
#: ../../docs/development/compiling/compiling_for_web.rst:75
msgid ""
"In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the "
"Emscripten configuration file is used. If it points to a directory "
"containing binaries of Emscripten's *fastcomp* fork of clang, ``asm2wasm`` "
"is used. This is the default in a normal Emscripten installation. Otherwise, "
"LLVM binaries built with the WebAssembly backend will be expected and the "
"LLVM's WebAssembly backend is used."
"Finally, rename the zip archives to ``webassembly_release_threads.zip`` and "
"``webassembly_release_gdnative.zip`` for the release template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:81
msgid ""
"And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` "
"for the debug template::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:88
#, fuzzy
msgid "Building the Editor"
msgstr "Vestavěný editor motivů."
#: ../../docs/development/compiling/compiling_for_web.rst:90
msgid ""
"It is also possible to build a version of the Godot editor that can run in "
"the browser. The editor version requires threads support and is not "
"recommended over the native build. You can build the editor with::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:96
msgid ""
"Once finished, the resulting file will be placed in the ``bin`` "
"subdirectory. Its name will be ``godot.javascript.opt.tools.threads.zip``. "
"You can upload the zip content to your web server and visit it with your "
"browser to use the editor."
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:100
msgid ""
"Refer to the :ref:`export page <doc_javascript_export_options>` for the web "
"server requirements."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -26,7 +26,7 @@ msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:11
msgid "Mono 5.12.0 or greater"
msgid "Mono 6.12.0 or greater"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:12

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -67,25 +67,25 @@ msgid ""
"compile Godot, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:52
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:56
msgid ""
"Compile Godot export templates and set them as custom export templates in "
"the export preset options."
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:55
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59
msgid "Set the encryption key in the ``Script`` tab of the export preset:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:63
msgid "Export the project. The game should run with encrypted scripts now."
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:62
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:66
msgid "Possible Errors"
msgstr ""
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:64
#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:68
msgid ""
"If you get an error like below, it means the key wasn't properly included in "
"your Godot build. Godot is encrypting the scripts during export, but can't "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -80,10 +80,16 @@ msgstr ""
#: ../../docs/development/compiling/getting_source.rst:40
msgid ""
"With ``git``, you can also clone a stable release by specifying its branch "
"or tag after the ``--branch`` argument::"
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:49
msgid ""
"There are also generally branches besides ``master`` for each major version."
msgstr ""
#: ../../docs/development/compiling/getting_source.rst:42
#: ../../docs/development/compiling/getting_source.rst:51
msgid ""
"After downloading the Godot source code, you can :ref:`continue to compiling "
"Godot <doc_introduction_to_the_buildsystem>`."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -203,9 +203,9 @@ msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240
msgid ""
"See `core/error_macros.h <https://github.com/godotengine/godot/blob/master/"
"core/error_macros.h>`__ in Godot's codebase for more information about each "
"error macro."
"See `core/error_macros.h <https://github.com/godotengine/godot/blob/3.x/core/"
"error_macros.h>`__ in Godot's codebase for more information about each error "
"macro."
msgstr ""
#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243
@@ -213,5 +213,5 @@ 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_list.h <https://github.com/"
"godotengine/godot/blob/master/core/error_list.h>`__."
"godotengine/godot/blob/3.x/core/error_list.h>`__."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -82,7 +82,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:59
msgid "Command"
msgstr ""
msgstr "Příkaz"
#: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:59
msgid "**scons**"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:4
msgid "Visual Studio Code"
msgstr ""
msgstr "Visual Studio Code"
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:6
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -79,10 +79,11 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:37
#, fuzzy
msgid ""
"`core/typedefs.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/"
"typedefs.h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:40
msgid "Memory model"
@@ -192,13 +193,13 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:134
msgid ""
"`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/"
"`core/os/memory.h <https://github.com/godotengine/godot/blob/3.x/core/os/"
"memory.h>`__"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:135
msgid ""
"`core/pool_vector.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/pool_vector.h <https://github.com/godotengine/godot/blob/3.x/core/"
"pool_vector.cpp>`__"
msgstr ""
@@ -251,26 +252,29 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:168
#, fuzzy
msgid ""
"`core/vector.h <https://github.com/godotengine/godot/blob/master/core/vector."
"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector."
"h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:169
#, fuzzy
msgid ""
"`core/list.h <https://github.com/godotengine/godot/blob/master/core/list."
"h>`__"
msgstr ""
"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:170
#, fuzzy
msgid ""
"`core/set.h <https://github.com/godotengine/godot/blob/master/core/set.h>`__"
msgstr ""
"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:171
#, fuzzy
msgid ""
"`core/map.h <https://github.com/godotengine/godot/blob/master/core/map.h>`__"
msgstr ""
"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:174
msgid "String"
@@ -285,10 +289,11 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:184
#, fuzzy
msgid ""
"`core/ustring.h <https://github.com/godotengine/godot/blob/master/core/"
"ustring.h>`__"
msgstr ""
"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:187
msgid "StringName"
@@ -310,7 +315,7 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:200
msgid ""
"`core/string_name.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/string_name.h <https://github.com/godotengine/godot/blob/3.x/core/"
"string_name.h>`__"
msgstr ""
@@ -324,9 +329,9 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:211
msgid ""
"`core/math <https://github.com/godotengine/godot/tree/master/core/math>`__"
msgstr ""
#, fuzzy
msgid "`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:214
msgid "NodePath"
@@ -339,10 +344,11 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:222
#, fuzzy
msgid ""
"`core/node_path.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/"
"node_path.h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/core_types.rst:225
msgid "RID"
@@ -356,6 +362,7 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/core_types.rst:235
#, fuzzy
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -114,9 +114,10 @@ msgid ":ref:`RID<class_rid>`"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:319
#, fuzzy
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/custom_godot_servers.rst:322
msgid "Registering the class in GDScript"
@@ -189,8 +190,8 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:477
msgid ""
"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/"
"core/message_queue.cpp>`__"
"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/3.x/core/"
"message_queue.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:480

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -149,55 +149,55 @@ msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184
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:"
"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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:199
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:202
msgid ""
"And finally, the configuration file for the module, this is a simple python "
"script that must be named ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:218
msgid ""
"And that's it. Hope it was not too complex! Your module should look like "
"this:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:236
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:239
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:238
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
msgid "The output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:254
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:"
@@ -205,7 +205,7 @@ msgid ""
"libraries."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:256
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:259
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 "
@@ -215,11 +215,11 @@ msgid ""
"compiling>` pages for more information."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:265
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268
msgid "Compiling a module externally"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:267
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:270
msgid ""
"Compiling a module involves moving the module's sources directly under the "
"engine's ``modules/`` directory. While this is the most straightforward way "
@@ -227,7 +227,7 @@ msgid ""
"be a practical thing to do:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:272
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275
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 "
@@ -237,7 +237,7 @@ msgid ""
"needing the symbolic link privilege if doing this via script."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:282
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 "
@@ -246,27 +246,27 @@ msgid ""
"changes."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:285
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:288
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:293
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:296
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:301
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:304
msgid ""
"The build system shall detect all modules under the ``../modules`` directory "
"and compile them accordingly, including our \"summator\" module."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:306
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309
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 "
@@ -274,29 +274,29 @@ msgid ""
"specific path structure on your machine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:313
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316
msgid ""
":ref:`Introduction to the buildsystem - Custom modules build option "
"<doc_buildsystem_custom_modules>`."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:319
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:327
msgid ""
"However, the trade-off is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
@@ -304,13 +304,13 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:329
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:370
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373
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 "
@@ -318,13 +318,13 @@ msgid ""
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:381
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
msgid ""
"You have to ``export`` the environment variable otherwise you won't be able "
"to play your project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:387
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 "
@@ -332,23 +332,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
msgid ""
"Finally, you can even speed up the build further by explicitly specifying "
"your shared module as target in the SCons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:430
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
@@ -357,22 +357,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:435
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:438
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:437
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:440
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:443
msgid "Now, we need to edit ``config.py``, add the following snippet:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:455
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/"
@@ -380,7 +380,7 @@ msgid ""
"your module will fall back to the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:458
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:461
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 "
@@ -388,63 +388,63 @@ msgid ""
"classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:465
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:468
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:470
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:473
msgid "Example output::"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:482
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:485
msgid "Now we can generate the documentation:"
msgstr "Nyní můžeme generovat dokumentaci:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:484
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487
msgid ""
"We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, "
"which will dump the engine API reference to the given ``<path>`` in XML "
"format."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:490
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:493
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:496
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:499
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:503
msgid ""
"Edit the file(s) following :ref:`doc_updating_the_class_reference` and "
"recompile the engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:502
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505
msgid ""
"Once the compilation process is finished, the docs will become accessible "
"within the engine's built-in documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:508
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:511
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 "
@@ -452,94 +452,94 @@ msgid ""
"from an older engine build on top of the newer ones."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:513
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:516
msgid ""
"Note that if you don't have write access rights to your supplied ``<path>``, "
"you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:528
msgid "Adding custom editor icons"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533
msgid ""
"For the actual process of creating editor icons to be integrated within the "
"engine, please refer to :ref:`doc_editor_icons` first."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:533
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:536
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:535
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:538
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541
msgid ""
"Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:540
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543
msgid ""
"Recompile the engine and run the editor. Now the icon(s) will appear in "
"editor's interface where appropriate."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:552
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:554
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:556
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:559
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:557
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:560
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"(hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:563
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:566
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569
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 ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:569
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:572
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,10 +53,11 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/object_class.rst:38
#, fuzzy
msgid ""
"`core/object.h <https://github.com/godotengine/godot/blob/master/core/object."
"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object."
"h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/object_class.rst:41
msgid "Registering an Object"
@@ -122,10 +123,11 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/object_class.rst:96
#, fuzzy
msgid ""
"`core/class_db.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/"
"class_db.h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/object_class.rst:99
msgid "Constants"
@@ -295,7 +297,7 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:261
msgid ""
"`core/reference.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/reference.h <https://github.com/godotengine/godot/blob/3.x/core/"
"reference.h>`__"
msgstr ""
@@ -317,10 +319,11 @@ msgid "Resources without a path are fine too."
msgstr ""
#: ../../docs/development/cpp/object_class.rst:277
#, fuzzy
msgid ""
"`core/resource.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/"
"resource.h>`__"
msgstr ""
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/object_class.rst:280
msgid "Resource loading"
@@ -343,7 +346,7 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:298
msgid ""
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/"
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/3.x/"
"core/io/resource_loader.h>`__"
msgstr ""
@@ -365,6 +368,6 @@ msgstr ""
#: ../../docs/development/cpp/object_class.rst:317
msgid ""
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/"
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/3.x/"
"core/io/resource_saver.h>`__"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -96,10 +96,11 @@ msgid "References:"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:40
#, fuzzy
msgid ""
"`core/variant.h <https://github.com/godotengine/godot/blob/master/core/"
"variant.h>`__"
msgstr ""
"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant."
"h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"
#: ../../docs/development/cpp/variant_class.rst:43
msgid "Containers: Dictionary and Array"
@@ -126,12 +127,12 @@ msgstr ""
#: ../../docs/development/cpp/variant_class.rst:59
msgid ""
"`core/dictionary.h <https://github.com/godotengine/godot/blob/master/core/"
"`core/dictionary.h <https://github.com/godotengine/godot/blob/3.x/core/"
"dictionary.h>`__"
msgstr ""
#: ../../docs/development/cpp/variant_class.rst:60
#, fuzzy
msgid ""
"`core/array.h <https://github.com/godotengine/godot/blob/master/core/array."
"h>`__"
msgstr ""
"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__"
msgstr "https://github.com/godotengine/godot-demo-projects"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -61,7 +61,7 @@ msgstr ""
#: ../../docs/development/editor/editor_style_guide.rst:25
msgid ""
"**Use double quotes in messages** (``\"\"``) instead of simple quotes "
"**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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -0,0 +1,178 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: cs\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/editor/introduction_to_editor_development.rst:4
#, fuzzy
msgid "Introduction to editor development"
msgstr "Úvod do exportu"
#: ../../docs/development/editor/introduction_to_editor_development.rst:6
#, fuzzy
msgid "On this page, you will learn:"
msgstr "Naučíte se:"
#: ../../docs/development/editor/introduction_to_editor_development.rst:8
msgid "The **design decisions** behind the Godot editor."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:9
msgid "How to work efficiently on the Godot editor's C++ code."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:11
msgid ""
"This guide is aimed at current or future engine contributors. To create "
"editor plugins in GDScript, see :ref:`doc_making_plugins` instead."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:16
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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:22
msgid "Technical choices"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:24
msgid ""
"The Godot editor is drawn using Godot's renderer and :ref:`UI system <toc-"
"learn-features-gui>`. 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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:30
msgid ""
"The editor is fully written in C++. It can't contain any GDScript or C# code."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:33
#, fuzzy
msgid "Directory structure"
msgstr "Struktura souborů"
#: ../../docs/development/editor/introduction_to_editor_development.rst:35
msgid ""
"The editor's code is fully self-contained in the `editor/ <https://github."
"com/godotengine/godot/tree/master/editor>`__ folder of the Godot source "
"repository."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:39
msgid ""
"Some editor functionality is also implemented via :ref:`modules "
"<doc_custom_modules_in_c++>`. Some of these are only enabled in editor "
"builds to decrease the binary size of export templates. See the `modules/ "
"<https://github.com/godotengine/godot/tree/master/modules>`__ folder in the "
"Godot source repository."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:45
msgid "Some important files in the editor are:"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:47
msgid ""
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/"
"editor/editor_node.cpp>`__: Main editor initialization file."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:48
msgid ""
"`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/"
"godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: "
"The 2D editor viewport and related functionality (toolbar at the top, "
"editing modes, overlaid helpers/panels, …)."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:50
msgid ""
"`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/"
"godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor "
"viewport and related functionality (toolbar at the top, editing modes, "
"overlaid panels, …)."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:52
msgid ""
"`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/"
"blob/3.x/editor/spatial_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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:57
msgid "Editor dependencies in ``scene/`` files"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:59
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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:62
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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:66
msgid ""
"To make the codebase easier to follow and more self-contained, the allowed "
"dependency order is:"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:69
msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``"
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:71
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 ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:75
msgid ""
"Currently, there are some dependencies to ``editor/`` includes in ``scene/`` "
"files, but `they are in the process of being removed <https://github.com/"
"godotengine/godot/issues/29730>`__."
msgstr ""
#: ../../docs/development/editor/introduction_to_editor_development.rst:80
#, fuzzy
msgid "Development tips"
msgstr "Vývoj"
#: ../../docs/development/editor/introduction_to_editor_development.rst:82
msgid ""
"To iterate quickly on the editor, we recommend to set up a test project and :"
"ref:`open it from the command line <doc_command_line_tutorial>` after "
"compiling the editor. This way, you don't have to go through the project "
"manager every time you start Godot."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:4
msgid "Command line tutorial"
msgstr ""
msgstr "Kurz příkazového řádku"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:8
msgid ""
@@ -28,6 +28,11 @@ msgid ""
"command line. Given the engine relies on almost no external libraries, "
"initialization times are pretty fast, making it suitable for this workflow."
msgstr ""
"Někteří vývojáři rádi často používají příkazový řádek . Godot je navržen "
"tak, aby jim vyhovoval, a proto zde uvádíme postup pro práci výhradně z "
"příkazového řádku. Vzhledem k tomu, že engine nespoléhá téměř na žádné "
"externí knihovny, jsou inicializační časy poměrně rychlé, takže je pro tento "
"pracovní postup vhodný."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:15
msgid "Command line reference"
@@ -35,7 +40,7 @@ msgstr "Reference pro příkazový řádek"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:17
msgid "**General options**"
msgstr ""
msgstr "**Obecné možnosti**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
@@ -43,7 +48,7 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:90
#: ../../docs/getting_started/editor/command_line_tutorial.rst:120
msgid "Command"
msgstr ""
msgstr "Příkaz"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:20
#: ../../docs/getting_started/editor/command_line_tutorial.rst:34
@@ -55,105 +60,111 @@ msgstr "Popis"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
msgid "``-h``, ``--help``, ``/?``"
msgstr ""
msgstr "``-h``, ``--help``, ``/?``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:22
msgid "Display the list of command line options."
msgstr ""
msgstr "Zobrazí seznam možností příkazového řádku."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "``--version``"
msgstr ""
msgstr "``--version``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:24
msgid "Display the version string."
msgstr ""
msgstr "Zobrazí řetězec verze."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
msgid "``-v``, ``--verbose``"
msgstr ""
msgstr "``-v``, ``--verbose``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:26
msgid "Use verbose stdout mode."
msgstr ""
msgstr "Použijte podrobný režim stdout."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "``--quiet``"
msgstr ""
msgstr "``--quiet``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:28
msgid "Quiet mode, silences stdout messages. Errors are still displayed."
msgstr ""
msgstr "Tichý režim, umlčí zprávy stdout. Chyby se stále zobrazují."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:31
msgid "**Run options**"
msgstr ""
msgstr "**Možnosti spuštění**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid "``-e``, ``--editor``"
msgstr ""
msgstr "``-e``, ``--editor``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:36
msgid ""
"Start the editor instead of running the scene (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Spustí editor místo spuštění scény (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid "``-p``, ``--project-manager``"
msgstr ""
msgstr "``-p``, ``--project-manager``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:38
msgid ""
"Start the project manager, even if a project is auto-detected (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Spustí správce projektů, i když je projekt automaticky detekován (:ref:"
"`tools <doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
msgid "``-q``, ``--quit``"
msgstr ""
msgstr "``-q``, ``--quit``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:40
msgid "Quit after the first iteration."
msgstr ""
msgstr "Konec po první iteraci."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid "``-l <locale>``, ``--language <locale>``"
msgstr ""
msgstr "``-l <locale>``, ``--language <locale>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:42
msgid ""
"Use a specific locale (<locale> being a two-letter code). See :ref:"
"`doc_locales` for more details."
msgstr ""
"Použijte konkrétní locale (<locale> je dvoupísmenný kód). Další podrobnosti "
"viz :ref:`doc_locales`."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "``--path <directory>``"
msgstr ""
msgstr "``--path <directory>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:44
msgid "Path to a project (<directory> must contain a 'project.godot' file)."
msgstr ""
msgstr "Cesta k projektu (<adresář> musí obsahovat soubor 'project.godot')."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
msgid "``-u``, ``--upwards``"
msgstr ""
msgstr "``-u``, ``--upwards``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:46
msgid "Scan folders upwards for 'project.godot' file."
msgstr ""
msgstr "Prohledat složky nahoru pro soubor project.godot."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "``--main-pack <file>``"
msgstr ""
msgstr "``--main-pack <file>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:48
msgid "Path to a pack (.pck) file to load."
msgstr ""
msgstr "Cesta k souboru balíčku (.pck), který se má načíst."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid "``--render-thread <mode>``"
msgstr ""
msgstr "``--render-thread <mode>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:50
msgid ""
@@ -161,105 +172,114 @@ msgid ""
"<class_ProjectSettings_property_rendering/threads/thread_model>` for more "
"details."
msgstr ""
"Režim vykreslovacího vlákna (\"unsafe\", \"safe\", \"separate\"). Další "
"podrobnosti viz :ref:`Thread Model <class_ProjectSettings_property_rendering/"
"threads/thread_model>` ."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "``--remote-fs <address>``"
msgstr ""
msgstr "``--remote-fs <address>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:52
msgid "Remote filesystem (``<host/IP>[:<port>]`` address)."
msgstr ""
msgstr "Vzdálený souborový systém (adresa ``<host/IP>[:<port>]`` )."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid "``--audio-driver <driver>``"
msgstr ""
msgstr "``--audio-driver <driver>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:54
msgid ""
"Audio driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
"Ovladač zvuku. Pro zobrazení seznamu dostupných ovladačů použijte nejprve "
"``--help`` ."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid "``--video-driver <driver>``"
msgstr ""
msgstr "``--video-driver <driver>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:56
msgid ""
"Video driver. Use ``--help`` first to display the list of available drivers."
msgstr ""
"Ovladač videa. Pro zobrazení seznamu dostupných ovladačů použijte nejprve "
"``--help``."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
msgid "**Display options**"
msgstr ""
msgstr "**Volby zobrazení**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "``-f``, ``--fullscreen``"
msgstr ""
msgstr "``-f``, ``--fullscreen``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid "Request fullscreen mode."
msgstr ""
msgstr "Vyžádá si celoobrazovkový režim."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "``-m``, ``--maximized``"
msgstr ""
msgstr "``-m``, ``--maximized``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
msgid "Request a maximized window."
msgstr ""
msgstr "Požadavek na maximalizované okno."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
msgid "``-w``, ``--windowed``"
msgstr ""
msgstr "``-w``, ``--windowed``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:68
msgid "Request windowed mode."
msgstr ""
msgstr "Požadavek na okenní režim."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "``-t``, ``--always-on-top``"
msgstr ""
msgstr "``-t``, ``--always-on-top``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:70
msgid "Request an always-on-top window."
msgstr ""
msgstr "Vyžádá si okno vždy nahoře."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "``--resolution <W>x<H>``"
msgstr ""
msgstr "``--resolution <W>x<H>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid "Request window resolution."
msgstr ""
msgstr "Vyžádá si rozlišení okna."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "``--position <X>,<Y>``"
msgstr ""
msgstr "``--position <X>,<Y>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
msgid "Request window position."
msgstr ""
msgstr "Požadavek na polohu okna."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "``--low-dpi``"
msgstr ""
msgstr "``--low-dpi``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:76
msgid "Force low-DPI mode (macOS and Windows only)."
msgstr ""
msgstr "Vynutit režim s nízkým rozlišením DPI (pouze pro macOS a Windows)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid "``--no-window``"
msgstr ""
msgstr "``--no-window``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:78
msgid ""
"Disable window creation (Windows only). Useful together with ``--script``."
msgstr ""
"Zakázat vytváření oken (pouze systém Windows). Použitelné společně s ``--"
"script``."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:81
msgid "**Debug options**"
msgstr ""
msgstr "**Možnosti ladění**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:85
msgid ""
@@ -267,116 +287,129 @@ msgid ""
"(they require ``debug`` or ``release_debug`` build targets, see :ref:"
"`doc_introduction_to_the_buildsystem_target` for more details)."
msgstr ""
"Možnosti ladění jsou k dispozici pouze v editoru a šablonách exportu ladění "
"(vyžadují cíle sestavení ``debug`` nebo ``release_debug``, více informací "
"viz :ref:`doc_introduction_to_the_buildsystem_target`)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
msgid "``-d``, ``--debug``"
msgstr ""
msgstr "``-d``, ``--debug``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:92
msgid "Debug (local stdout debugger)."
msgstr ""
msgstr "Ladění (místní ladicí program stdout)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid "``-b``, ``--breakpoints``"
msgstr ""
msgstr "``-b``, ``--breakpoints``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:94
msgid ""
"Breakpoint list as source::line comma-separated pairs, no spaces (use %%20 "
"instead)."
msgstr ""
"Seznam bodů přerušení jako dvojice source::line oddělené čárkami, bez mezer "
"(místo toho použijte %%20)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "``--profiling``"
msgstr ""
msgstr "``--profiling``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:96
msgid "Enable profiling in the script debugger."
msgstr ""
msgstr "Povolení profilování v ladicím programu skriptu."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "``--remote-debug <address>``"
msgstr ""
msgstr "``--remote-debug <address>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:98
msgid "Remote debug (``<host/IP>:<port>`` address)."
msgstr ""
msgstr "Vzdálené ladění (``<host/IP>:<port>`` adresa)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "``--debug-collisions``"
msgstr ""
msgstr "``--debug-collisions``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid "Show collision shapes when running the scene."
msgstr ""
msgstr "Zobrazení kolizních tvarů při spuštění scény."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "``--debug-navigation``"
msgstr ""
msgstr "``--debug-navigation``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
msgid "Show navigation polygons when running the scene."
msgstr ""
msgstr "Zobrazení navigačních polygonů při spuštění scény."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "``--frame-delay <ms>``"
msgstr ""
msgstr "``--frame-delay <ms>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:104
msgid "Simulate high CPU load (delay each frame by <ms> milliseconds)."
msgstr ""
"Simulujte vysoké zatížení procesoru (zpoždění každého snímku o <ms> "
"milisekund)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "``--time-scale <scale>``"
msgstr ""
msgstr "``--time-scale <scale>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:106
msgid "Force time scale (higher values are faster, 1.0 is normal speed)."
msgstr ""
"Změna rychlosti času (vyšší hodnoty jsou rychlejší, 1,0 je normální "
"rychlost)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "``--disable-render-loop``"
msgstr ""
msgstr "``--disable-render-loop``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid ""
"Disable render loop so rendering only occurs when called explicitly from "
"script."
msgstr ""
"Zakažte smyčku vykreslení, takže k vykreslování dochází pouze při výslovném "
"volání ze skriptu."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "``--disable-crash-handler``"
msgstr ""
msgstr "``--disable-crash-handler``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid "Disable crash handler when supported by the platform code."
msgstr ""
msgstr "Zakázat obslužnou rutinu selhání, pokud to podporuje kód platformy."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid "``--fixed-fps <fps>``"
msgstr ""
msgstr "``--fixed-fps <fps>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
msgid ""
"Force a fixed number of frames per second. This setting disables real-time "
"synchronization."
msgstr ""
"Vynutit pevný počet snímků za sekundu. Toto nastavení zakáže synchronizaci v "
"reálném čase."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "``--print-fps``"
msgstr ""
msgstr "``--print-fps``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:114
msgid "Print the frames per second to the stdout."
msgstr ""
msgstr "Vypíše snímky za sekundu na výstup stdout."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:117
msgid "**Standalone tools**"
msgstr ""
msgstr "**Samostatné nástroje**"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
msgid "``-s <script>``, ``--script <script>``"
msgstr ""
msgstr "``-s <script>``, ``--script <script>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:122
msgid "Run a script."
@@ -384,15 +417,15 @@ msgstr "Spustit skript."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "``--check-only``"
msgstr ""
msgstr "``--check-only``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:124
msgid "Only parse for errors and quit (use with ``--script``)."
msgstr ""
msgstr "Pouze analyzuje chyby a ukončí práci (použijte s ``--script``)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid "``--export <target>``"
msgstr ""
msgstr "``--export <target>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:126
msgid ""
@@ -400,20 +433,25 @@ msgid ""
"path ends with .pck or .zip (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Export projektu pomocí zadaného cíle exportu. Exportuje pouze hlavní "
"balíček, pokud cesta končí příponou .pck nebo .zip (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid "``--export-debug <target>``"
msgstr ""
msgstr "``--export-debug <target>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:128
msgid ""
"Like ``--export``, but use debug template (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Stejně jako ``--export``, ale použije ladicí šablonu (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid "``--doctool <path>``"
msgstr ""
msgstr "``--doctool <path>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:130
msgid ""
@@ -421,50 +459,61 @@ msgid ""
"existing files are found (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Vypíše odkaz na API enginu do zadané <cesty> ve formátu XML a sloučí, pokud "
"jsou nalezeny existující soubory (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid "``--no-docbase``"
msgstr ""
msgstr "``--no-docbase``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:132
msgid ""
"Disallow dumping the base types (used with ``--doctool``, :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Zakáže výpis základních typů (používá se s ``--doctool``, musí být povoleno :"
"ref:`tools <doc_introduction_to_the_buildsystem_tools>`)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid "``--build-solutions``"
msgstr ""
msgstr "``--build-solutions``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid ""
"Build the scripting solutions (e.g. for C# projects, :ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Sestaví skriptovací řešení (např. pro projekty C# musí být povoleno :ref:"
"`tools <doc_introduction_to_the_buildsystem_tools>`)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid "``--gdnative-generate-json-api``"
msgstr ""
msgstr "``--gdnative-generate-json-api``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
msgid ""
"Generate JSON dump of the Godot API for GDNative bindings (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Generování výpisu JSON rozhraní API Godot pro vazby GDNative (:ref:`tools "
"<doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid "``--test <test>``"
msgstr ""
msgstr "``--test <test>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:138
msgid ""
"Run a unit test. Use ``--help`` first to display the list of tests. (:ref:"
"`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Spusťí unit test. Pro zobrazení seznamu testů nejprve použijte ``--help``. (:"
"ref:`tools <doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid "``--export-pack <preset> <path>``"
msgstr ""
msgstr "``--export-pack <preset> <path>``"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid ""
@@ -472,6 +521,9 @@ msgid ""
"<path> extension determines whether it will be in PCK or ZIP format. (:ref:"
"`tools <doc_introduction_to_the_buildsystem_tools>` must be enabled)."
msgstr ""
"Stejně jako ``--export``, ale exportuje pouze herní balíček pro danou "
"předvolbu. Přípona <cesta> určuje, zda bude ve formátu PCK nebo ZIP. (:ref:"
"`nástroje <doc_introduction_to_the_buildsystem_tools>` musí být povoleno)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:145
msgid "Path"
@@ -484,10 +536,15 @@ msgid ""
"You can do so on Linux by placing the Godot binary in ``/usr/local/bin`` and "
"making sure it is called ``godot``."
msgstr ""
"Doporučujeme, aby cesta ke spouštěcímu souboru Godota byla v proměnné "
"prostředí PATH, tak jej bude možné snadno spustit z libovolného místa "
"zadáním ``godot``. V Linuxu tak můžete učinit tak, že spuštěcí soubor Godot "
"umístíte do adresáře ``/usr/local/bin`` a ujistíte se, že se jmenuje "
"``godot``."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:153
msgid "Setting the project path"
msgstr ""
msgstr "Nastavení cesty k projektu"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:155
msgid ""
@@ -495,40 +552,49 @@ msgid ""
"working directory is, you may need to set the path to your project for any "
"of the following commands to work correctly."
msgstr ""
"V závislosti na tom, kde se nachází spustitelný soubor Godot a jaký je váš "
"aktuální pracovní adresář, může být pro správnou funkci následujících "
"příkazu nezbytné nastavit cestu k vašemu projektu."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:159
msgid ""
"This can be done by giving the path to the ``project.godot`` file of your "
"project as either the first argument, like this:"
msgstr ""
"To lze provést buď zadáním cesty k souboru ``project.godot`` vašeho projektu "
"jako prvního argumentu, například takto:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:166
msgid "Or by using the ``--path`` argument:"
msgstr ""
msgstr "Nebo pomocí argumentu ``--path``:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:172
msgid ""
"For example, the full command for exporting your game (as explained below) "
"might look like this:"
msgstr ""
"Úplný příkaz pro export hry (jak je vysvětleno níže) může vypadat například "
"takto:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:179
msgid "Creating a project"
msgstr ""
msgstr "Vytvoření projektu"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:182
msgid ""
"Creating a project from the command line can be done by navigating the shell "
"to the desired place and making a project.godot file."
msgstr ""
"Vytvoření projektu z příkazového řádku lze provést tak, že v shellu přejdete "
"na požadované místo a vytvoříte soubor project.godot."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:193
msgid "The project can now be opened with Godot."
msgstr ""
msgstr "Projekt lze nyní otevřít pomocí programu Godot."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:197
msgid "Running the editor"
msgstr ""
msgstr "Spuštění editoru"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:199
msgid ""
@@ -536,16 +602,21 @@ msgid ""
"must be done from within the project directory or a subdirectory, otherwise "
"the command is ignored and the project manager appears."
msgstr ""
"Spouštění editoru se provádí spuštěním Godota s příznakem ``-e``. Toto musí "
"být provedeno z adresáře nebo podadresáře projektu, jinak je příkaz "
"ignorován a zobrazí se pouze správce projektu."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:207
msgid ""
"If a scene has been created and saved, it can be edited later by running the "
"same code with that scene as argument."
msgstr ""
"Pokud byla scéna vytvořena a uložena, lze ji později upravit spuštěním "
"stejného příkazu s touto scénou jako dalším argumentem."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:215
msgid "Erasing a scene"
msgstr ""
msgstr "Vymazání scény"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:217
msgid ""
@@ -553,26 +624,32 @@ msgid ""
"files. Use ``rm`` to erase a scene file. Make sure nothing references that "
"scene or else an error will be thrown upon opening."
msgstr ""
"Godot se přátelí s vaším souborovým systémem a nevytváří další soubory "
"metadat. Pro vymazání souboru scény použijte ``rm``. Ujistěte se, že na tuto "
"scénu nic neodkazuje, jinak bude při otevření následovat chyba."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:226
msgid "Running the game"
msgstr ""
msgstr "Spuštění hry"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:228
msgid ""
"To run the game, simply execute Godot within the project directory or "
"subdirectory."
msgstr ""
"Chcete-li hru spustit, jednoduše spusťte Godot v adresáři nebo podadresáři "
"projektu."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:235
msgid ""
"When a specific scene needs to be tested, pass that scene to the command "
"line."
msgstr ""
"Pokud je třeba otestovat konkrétní scénu, předejte ji do příkazového řádku."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:243
msgid "Debugging"
msgstr ""
msgstr "Ladění"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:245
msgid ""
@@ -580,6 +657,9 @@ msgid ""
"just fly by. For this, a command line debugger is provided by adding ``-d``. "
"It works for running either the game or a simple scene."
msgstr ""
"Zachycení chyb v příkazovém řádku může být obtížný úkol, protože prostě "
"proletí kolem. K tomu slouží ladicí program příkazového řádku, který se "
"iniciuje pomocí ``-d``. Funguje jak pro spouštění hry tak pro dílčí scény."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:260
msgid "Exporting"
@@ -591,6 +671,9 @@ msgid ""
"especially useful for continuous integration setups. The version of Godot "
"that is headless (server build, no video) is ideal for this."
msgstr ""
"Podporován je také export projektu z příkazového řádku. To je užitečné "
"zejména pro nastavení kontinuální integrace (CI). Verze Godotu, která je "
"headless (sestavení na serveru, bez videa), je pro to ideální."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:271
msgid ""
@@ -599,12 +682,19 @@ msgid ""
"special characters (such as \"Windows Desktop\"), it must be surrounded with "
"quotes."
msgstr ""
"Název předvolby musí odpovídat názvu předvolby exportu definované v souboru "
"``export_presets.cfg`` projektu. Pokud název předvolby obsahuje mezery nebo "
"speciální znaky (například \"Windows Desktop\"), musí být obklopen "
"uvozovkami."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:275
msgid ""
"To export a debug version of the game, use the ``--export-debug`` switch "
"instead of ``--export``. Their parameters and usage are the same."
msgstr ""
"Chcete-li exportovat odladěnou verzi hry, použijte místo přepínače ``--"
"export-debug`` přepínač ``--export``. Parametry a použití jsou stejné v obou "
"případech."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:278
msgid ""
@@ -613,6 +703,10 @@ msgid ""
"export``. The output path extension determines the package's format, either "
"PCK or ZIP."
msgstr ""
"Chcete-li exportovat pouze soubor PCK, použijte místo příkazu ``--export-"
"pack`` možnost ``--export-pack``, za kterou následuje název předvolby a "
"výstupní cesta s příponou souboru. Přípona výstupní cesty určuje formát "
"balíčku, buď PCK, nebo ZIP."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:284
msgid ""
@@ -621,10 +715,13 @@ msgid ""
"the ``project.godot`` file, **not** relative to the current working "
"directory."
msgstr ""
"Při zadání relativní cesty jako cesty pro `--export`, `--export-debug` nebo "
"`--export-pack` bude cesta relativní k adresáři obsahujícímu soubor "
"``project.godot``, **ne** relativní k aktuálnímu pracovnímu adresáři."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:289
msgid "Running a script"
msgstr ""
msgstr "Spuštění skriptu"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:291
msgid ""
@@ -632,24 +729,29 @@ msgid ""
"feature is especially useful in large projects, e.g. for batch conversion of "
"assets or custom import/export."
msgstr ""
"Z příkazového řádku je možné spustit jednoduchý skript ``.gd``. Tato "
"vlastnost je užitečná zejména u velkých projektů, např. pro dávkový převod "
"zdrojů nebo vlastní import/export."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:295
msgid "The script must inherit from ``SceneTree`` or ``MainLoop``."
msgstr ""
msgstr "Skript musí dědit od ``SceneTree`` nebo ``MainLoop``."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:297
msgid "Here is a simple ``sayhello.gd`` example of how it works:"
msgstr ""
msgstr "Zde je jednoduchý příklad ``sayhello.gd``, jak to funguje:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:308
msgid "And how to run it:"
msgstr ""
msgstr "A jak jej spustit:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:315
msgid ""
"If no ``project.godot`` exists at the path, current path is assumed to be "
"the current working directory (unless ``--path`` is specified)."
msgstr ""
"Pokud v cestě neexistuje žádný ``project.godot``, předpokládá se, že "
"aktuální cesta je aktuální pracovní adresář (pokud není zadána ``--path``)."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:318
msgid ""
@@ -658,6 +760,10 @@ msgid ""
"you to run the script as follows in modern Linux distributions, as well as "
"macOS:"
msgstr ""
"První řádek souboru ``sayhello.gd`` se běžně označuje jako *shebang*. Pokud "
"je spustitelný soubor Godot ve vaší ``PATH`` jako ``godot``, umožní vám to "
"spustit skript následujícím způsobem v moderních distribucích Linuxu a také "
"v systému MacOS:"
#: ../../docs/getting_started/editor/command_line_tutorial.rst:330
msgid ""
@@ -665,3 +771,6 @@ msgid ""
"always have the shebang run Godot straight from where it is located as "
"follows:"
msgstr ""
"Pokud výše uvedený postup nefunguje ve vaší aktuální verzi Linuxu nebo "
"macOS, můžete vždy nechat spustit Godot přímo z místa, kde se nachází, "
"následujícím způsobem:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,13 +19,16 @@ msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:4
msgid "Using an external text editor"
msgstr ""
msgstr "Použití externího textového editoru"
#: ../../docs/getting_started/editor/external_editor.rst:8
msgid ""
"`External editors are currently incompatible with Godot's \"Sync Script "
"Changes\" feature. <https://github.com/godotengine/godot/issues/10946>`__"
msgstr ""
"`Externí editory jsou v současné době nekompatibilní s funkcí "
"\"Synchronizovat změny skriptů\" systému Godot. <https://github.com/"
"godotengine/godot/issues/10946>`__"
#: ../../docs/getting_started/editor/external_editor.rst:10
msgid ""
@@ -34,6 +37,10 @@ msgid ""
"relevant editor settings via: ``Editor -> Editor Settings -> Text Editor -> "
"External``"
msgstr ""
"Godot lze používat s externím textovým editorem, například Sublime Text nebo "
"Visual Studio Code. Chcete-li povolit externí textový editor, přejděte do "
"nastavení příslušného editoru prostřednictvím: ``Editor -> Nastavení editoru "
"-> Textový editor -> Externí``"
#: ../../docs/getting_started/editor/external_editor.rst:16
msgid ""
@@ -42,50 +49,54 @@ msgid ""
"open and other relevant arguments. Godot will replace the following "
"placeholders in the flags string:"
msgstr ""
"Jsou zde dvě pole: cesta ke spustitelnému souboru a příznaky příkazového "
"řádku. Příznaky umožňují integrovat editor s Godotem a předat mu cestu k "
"souboru, který má otevřít, a další relevantní argumenty. Godot nahradí v "
"řetězci příznaků následující zástupné znaky:"
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "Field in Exec Flags"
msgstr ""
msgstr "Pole v položce příznaků příkazového řádků"
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "Is replaced with"
msgstr ""
msgstr "je nahrazeno"
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "``{project}``"
msgstr ""
msgstr "``{project}``"
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "The absolute path to the project directory"
msgstr ""
msgstr "Absolutní cesta k adresáři projektu"
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "``{file}``"
msgstr ""
msgstr "``{file}``"
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "The absolute path to the file"
msgstr ""
msgstr "Absolutní cesta k souboru"
#: ../../docs/getting_started/editor/external_editor.rst:28
msgid "``{col}``"
msgstr ""
msgstr "``{col}``"
#: ../../docs/getting_started/editor/external_editor.rst:28
msgid "The column number of the error"
msgstr ""
msgstr "Číslo sloupce chyby"
#: ../../docs/getting_started/editor/external_editor.rst:30
msgid "``{line}``"
msgstr ""
msgstr "``{line}``"
#: ../../docs/getting_started/editor/external_editor.rst:30
msgid "The line number of the error"
msgstr ""
msgstr "Číslo řádku chyby"
#: ../../docs/getting_started/editor/external_editor.rst:33
msgid "Some example Exec Flags for various editors include:"
msgstr ""
msgstr "Příklady příznaků příkazového řádku pro různé editory :"
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "Editor"
@@ -93,48 +104,48 @@ msgstr "Editor"
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "Exec Flags"
msgstr ""
msgstr "Příznaky příkazového řádku"
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "Geany/Kate"
msgstr ""
msgstr "Geany/Kate"
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "``{file} --line {line} --column {col}``"
msgstr ""
msgstr "``{file} --line {line} --column {col}``"
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "Atom/Sublime Text"
msgstr ""
msgstr "Atom/Sublime Text"
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "``{file}:{line}``"
msgstr ""
msgstr "``{file}:{line}``"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "JetBrains Rider"
msgstr ""
msgstr "JetBrains Rider"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "``--line {line} {file}``"
msgstr ""
msgstr "``--line {line} {file}``"
#: ../../docs/getting_started/editor/external_editor.rst:44
msgid "Visual Studio Code"
msgstr ""
msgstr "Visual Studio Code"
#: ../../docs/getting_started/editor/external_editor.rst:44
msgid "``{project} --goto {file}:{line}:{col}``"
msgstr ""
msgstr "``{project} --goto {file}:{line}:{col}``"
#: ../../docs/getting_started/editor/external_editor.rst:46
msgid "Vim (gVim)"
msgstr ""
msgstr "Vim (gVim)"
#: ../../docs/getting_started/editor/external_editor.rst:46
msgid "``\"+call cursor({line}, {col})\" {file}``"
msgstr ""
msgstr "``\"+call cursor({line}, {col})\" {file}``"
#: ../../docs/getting_started/editor/external_editor.rst:49
msgid "For Visual Studio Code you will have to point to the ``code.cmd`` file."
msgstr ""
msgstr "V případě Visual Studio Code je třeba odkázat na soubor ``code.cmd``."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,6 +27,9 @@ msgid ""
"Unity user, and aims to help you migrate your existing Unity experience into "
"the world of Godot."
msgstr ""
"Tento průvodce poskytuje přehled Godot Enginu z pohledu uživatele Unity a "
"jeho cílem je pomoci vám přenést vaše stávající zkušenosti s Unity do světa "
"Godotu."
#: ../../docs/getting_started/editor/unity_to_godot.rst:15
msgid ""
@@ -34,6 +37,10 @@ msgid ""
"prefabs') were added to Unity 2018.3. Nestable prefabs are analogous to "
"Godot's scenes, and allow a more Godot-like approach to scene organization."
msgstr ""
"Tento článek pojednává o starších verzích Unity. Vnořitelné prefabrikáty "
"(\"Nested prefabs\") byly přidány do Unity 2018.3. Vnořitelné prefabs jsou "
"obdobou Godot scén a umožňují podobný přístup k organizaci scény jako v "
"Godot enginu."
#: ../../docs/getting_started/editor/unity_to_godot.rst:18
msgid "Differences"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,15 +18,17 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:4
#, fuzzy
msgid "Using the Web editor"
msgstr "Vestavěný editor motivů."
msgstr "Použití webového editoru"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:6
msgid ""
"Since Godot 3.3, there is a `Web editor <https://editor.godotengine.org/>`__ "
"you can use to work on new or existing projects."
msgstr ""
"Od verze Godot 3.3 je k dispozici `Webový editor <https://editor.godotengine."
"org/>`__, který můžete použít pro práci na nových nebo stávajících "
"projektech."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:11
msgid ""
@@ -34,11 +36,13 @@ msgid ""
"sufficient for educational purposes, it is currently **not recommended for "
"production work**. See :ref:`doc_using_the_web_editor_limitations` below."
msgstr ""
"Webový editor je v přípravné fázi. Ačkoli jeho sada funkcí může být "
"dostatečná pro vzdělávací účely, v současné době se **nedoporučuje pro "
"produkční práci**. Viz :ref:`doc_using_the_web_editor_limitations` níže."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:16
#, fuzzy
msgid "Browser support"
msgstr "Podpora platformy"
msgstr "Podpora prohlížeče"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:18
msgid ""
@@ -46,28 +50,34 @@ msgid ""
"in turn required to support threading in the browser. The following desktop "
"browsers support WebAssembly threading and can therefore run the web editor:"
msgstr ""
"Webový editor vyžaduje podporu funkce WebAssembly SharedArrayBuffer. Ten je "
"zase nutný pro podporu vláken v prohlížeči. Následující desktopové "
"prohlížeče podporují vláknové zpracování WebAssembly, a proto mohou spustit "
"webový editor:"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:22
msgid "Chrome 68 or later"
msgstr ""
msgstr "Chrome 68 nebo novější"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:23
msgid "Firefox 79 or later"
msgstr ""
msgstr "Firefox 79 nebo novější"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:24
msgid "Edge 79 or later"
msgstr ""
msgstr "Edge 79 nebo novější"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:26
msgid ""
"Opera and Safari are not supported yet. Safari may work in the future once "
"proper threading support is added."
msgstr ""
"Opera a Safari zatím nejsou podporovány. Safari bude možná fungovat v "
"budoucnu, jakmile bude přidána správná podpora vláken."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:29
msgid "**Mobile browsers are currently not supported.**"
msgstr ""
msgstr "**Mobilní prohlížeče nejsou v současné době podporovány.**"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:31
msgid ""
@@ -75,6 +85,9 @@ msgid ""
"is recommended for better performance and compatibility with old/low-end "
"hardware."
msgstr ""
"Webový editor podporuje vykreslovače GLES3 i GLES2, ačkoli GLES2 je "
"doporučován kvůli lepšímu výkonu a kompatibilitě se starým nebo méně "
"výkonným hardwarem."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:36
msgid ""
@@ -82,25 +95,29 @@ msgid ""
"mozilla.org/show_bug.cgi?id=1010527>`__, it's recommended to use a Chromium-"
"based browser instead of Firefox."
msgstr ""
"Pokud používáte systém Linux, doporučujeme vzhledem ke `špatnému výkonu "
"WebGL ve Firefoxu <https://bugzilla.mozilla.org/show_bug.cgi?id=1010527>`__ "
"používat místo Firefoxu prohlížeč založený na Chromiu."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:43
msgid "Limitations"
msgstr ""
msgstr "Omezení"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:45
msgid ""
"Due to limitations on the Godot or Web platform side, the following features "
"are currently missing:"
msgstr ""
"Z důvodu omezení na straně Godotu nebo webové platformy v současné době "
"chybí následující funkce:"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:48
#, fuzzy
msgid "No C#/Mono support."
msgstr "|eol| Již není podporována."
msgstr "Žádná podpora C#/Mono."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:49
msgid "No GDNative support."
msgstr ""
msgstr "Žádná podpora GDNative."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:50
msgid ""
@@ -108,10 +125,13 @@ msgid ""
"using **Project > Tools > Download Project Source** and export it using a "
"`native version of the Godot editor <https://godotengine.org/download>`__."
msgstr ""
"Žádný export projektu. Jako řešení můžete stáhnout zdrojový kód projektu "
"pomocí **Project > Tools > Download Project Source** a exportovat jej pomocí "
"`nativní verze editoru Godot <https://godotengine.org/download>`__."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:53
msgid "The editor won't warn you when closing the tab with unsaved changes."
msgstr ""
msgstr "Editor vás nebude varovat při zavírání karty s neuloženými změnami."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:54
msgid ""
@@ -119,22 +139,25 @@ msgid ""
"were baked with a native version of the Godot editor (e.g. by importing an "
"existing project)."
msgstr ""
"Žádná podpora zapékání světelných map. Stávající lightmapy můžete používat, "
"pokud byly vytvořeny v nativní verzi editoru Godot (např. importem "
"existujícího projektu)."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:58
msgid ""
"The following features are unlikely to be supported due to inherent "
"limitations of the Web platform:"
msgstr ""
"Následující funkce pravděpodobně nebudou podporovány z důvodu přirozených "
"omezení samotné webové platformy:"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:61
#, fuzzy
msgid "No support for external script editors."
msgstr "Zatím žádná podpora pro výstup MIDI."
msgstr "Žádná podpora externích editorů skriptů."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:62
#, fuzzy
msgid "No support for Android one-click deploy."
msgstr "Plná podpora unicode včetně emoji."
msgstr "Žádná podpora nasazení jedním kliknutím systému Android."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:66
msgid ""
@@ -142,21 +165,25 @@ msgid ""
"github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform"
"%3Ahtml5+label%3Atopic%3Aeditor>`__ for a list of known bugs."
msgstr ""
"Seznam známých chyb najdete v `seznamu otevřených problémů na GitHubu "
"týkajících se webového editoru <https://github.com/godotengine/godot/issues?"
"q=is%3Aopen+is%3Aissue+label%3Aplatform%3Ahtml5+label%3Atopic%3Aeditor>`__."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:70
#, fuzzy
msgid "Importing a project"
msgstr "Vytvoření nového projektu"
msgstr "Import projektu"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:72
msgid "To import an existing project, the current process is as follows:"
msgstr ""
msgstr "Import stávajícího projektu probíhá následovně:"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:74
msgid ""
"Specify a ZIP file to preload on the HTML5 filesystem using the **Preload "
"project ZIP** input."
msgstr ""
"Zadejte soubor ZIP, který se má předem načíst do souborového systému HTML5, "
"pomocí vstupního pole **Preload project ZIP**."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:76
msgid ""
@@ -164,6 +191,9 @@ msgid ""
"should appear after 10-20 seconds. On slower machines or connections, "
"loading may take up to a minute."
msgstr ""
"Editor spustíte kliknutím na tlačítko **Spustit editor Godot**. Správce "
"projektu Godot by se měl objevit po 10-20 sekundách. Na pomalejších "
"počítačích nebo při pomalejším připojení může načítání trvat až minutu."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:79
msgid ""
@@ -171,10 +201,14 @@ msgid ""
"the folder to create then click the **Create Folder** button (it doesn't "
"have to match the ZIP archive's name)."
msgstr ""
"V dialogu, který se zobrazí uprostřed okna, zadejte název vytvářené složky a "
"klikněte na tlačítko **Vytvořit složku** (nemusí se shodovat s názvem "
"archivu ZIP)."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:82
msgid "Click **Install & Edit** and the project will open in the editor."
msgstr ""
"Klikněte na tlačítko **Instalace a úpravy** a projekt se otevře v editoru."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:86
msgid ""
@@ -182,17 +216,21 @@ msgid ""
"If your project folder is placed outside ``/home/web_user/``, you will lose "
"your project when closing the editor!"
msgstr ""
"Je důležité umístit složku projektu někam do složky ``/home/web_user/``. "
"Pokud je složka projektu umístěna mimo ``/home/web_user/``, při zavření "
"editoru o projekt přijdete!"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:90
msgid ""
"When you follow the steps described above, the project folder will always be "
"located in ``/home/web_user/projects``, keeping it safe."
msgstr ""
"Pokud budete postupovat podle výše popsaných kroků, bude složka projektu "
"vždy bezpečně umístěna v adresáři ``/home/web_user/projects`` ."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:94
#, fuzzy
msgid "Editing and running a project"
msgstr "Vytvoření nového projektu"
msgstr "Úprava a spuštění projektu"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:96
msgid ""
@@ -201,6 +239,10 @@ msgid ""
"project. Instead, when you run the project by clicking the Run button or "
"pressing :kbd:`F5`, it will appear to \"replace\" the editor window."
msgstr ""
"Na rozdíl od nativní verze Godotu je webový editor omezen pouze na jedno "
"okno. Proto se nemůže při spouštění projektu otevřít okno nové . Místo toho "
"se při spuštění projektu klepnutím na tlačítko Spustit nebo stisknutím :kbd:"
"`F5` objeví okno, které \"nahradí\" okno editoru."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:101
msgid ""
@@ -209,11 +251,14 @@ msgid ""
"**Game** tabs using the buttons on the top. You can also close the running "
"game or editor by clicking the **×** button next to those tabs."
msgstr ""
"Webový editor nabízí alternativní způsob práce s okny editoru a hry (které "
"jsou nyní \"panely\"). Mezi panely **Editor** a **Hra** můžete přepínat "
"pomocí tlačítek v horní části. Spuštěnou hru nebo editor můžete také zavřít "
"klepnutím na tlačítko **×** vedle těchto panelů."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:107
#, fuzzy
msgid "Where are my project files?"
msgstr "Soubory projektu"
msgstr "Kde jsou moje projektové soubory?"
#: ../../docs/getting_started/editor/using_the_web_editor.rst:109
msgid ""
@@ -221,6 +266,9 @@ msgid ""
"to the browser's IndexedDB storage. This storage isn't accessible as a "
"regular folder on your machine, but is abstracted away in a database."
msgstr ""
"Vzhledem k bezpečnostním omezením prohlížeče uloží editor soubory projektu "
"do úložiště IndexedDB prohlížeče. Toto úložiště není přístupné jako běžná "
"složka v počítači, ale je abstrahováno v databázi."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:113
msgid ""
@@ -229,6 +277,10 @@ msgid ""
"using a `native Godot editor <https://godotengine.org/download>`__, since "
"exporting from the web editor isn't supported yet."
msgstr ""
"Soubory projektu si můžete stáhnout jako archiv ZIP pomocí příkazu **Project "
"> Tools > Download Project Source**. To lze použít k exportu projektu pomocí "
"`nativního editoru Godot <https://godotengine.org/download>`__, protože "
"export z webového editoru zatím není podporován."
#: ../../docs/getting_started/editor/using_the_web_editor.rst:118
msgid ""
@@ -237,3 +289,7 @@ msgid ""
"files on the user's filesystem as the native editor would do. However, this "
"isn't implemented yet."
msgstr ""
"V budoucnu bude možné použít rozhraní `HTML5 FileSystem API <https://"
"developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__ k ukládání souborů "
"projektu do souborového systému uživatele, stejně jako by to dělal nativní "
"editor. To však zatím není implementováno."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -139,7 +139,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:85
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109
msgid "Visual Studio Code"
msgstr ""
msgstr "Visual Studio Code"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86
msgid "MonoDevelop"
@@ -152,7 +152,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:88
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93
msgid "JetBrains Rider"
msgstr ""
msgstr "JetBrains Rider"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:90
msgid "See the following sections for how to configure an external editor:"
@@ -166,10 +166,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:114
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
#, fuzzy
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
msgid "In Godot's **Editor → Editor Settings** menu:"
msgstr "V nastavení editoru Godota:"
msgstr "V nabídce **Editor → Nastavení editoru** programu Godot:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:100
msgid ""
@@ -205,9 +204,8 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118
#, fuzzy
msgid "In Visual Studio Code:"
msgstr "Visual Studio"
msgstr "V aplikaci Visual Studio Code:"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120
msgid ""
@@ -217,8 +215,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121
msgid ""
"Install the `godot-tools <https://marketplace.visualstudio.com/items?"
"itemName=geequlim.godot-tools>`__ extension."
"Install the `Mono Debug <https://marketplace.visualstudio.com/items?"
"itemName=ms-vscode.mono-debug>`__ extension."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
@@ -229,16 +227,17 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
msgid ""
"Next, follow the instructions found in the :ref:"
"`doc_c_sharp_configuring_vs_code_for_debugging` section below."
"To configure a project for debugging open the Godot project folder in VS "
"Code. Go to the Run tab and click on **create a launch.json file**. Select "
"**C# Godot** from the dropdown menu. Now, when you start the debugger in VS "
"Code your Godot project will run."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
#, fuzzy
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129
msgid "Visual Studio (Windows only)"
msgstr "Visual Studio"
msgstr "Visual Studio (pouze pro Windows)"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:130
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131
msgid ""
"Download and install the latest version of `Visual Studio <https://"
"visualstudio.microsoft.com/downloads/>`__. Visual Studio will include the "
@@ -246,41 +245,42 @@ msgid ""
"to manually install the things listed in the \"Prerequisites\" section."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137
msgid "While installing Visual Studio, select these workloads:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
#, fuzzy
msgid "Mobile development with .NET"
msgstr "Vývoj enginu"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:139
msgid "Mobile development with .NET"
msgstr "Mobilní vývoj s .NET"
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140
msgid ".NET Core cross-platform development"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144
msgid "Set **Mono** -> **Editor** -> **External Editor** to **Visual Studio**."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:145
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146
msgid ""
"Next, follow the instructions found in the :ref:"
"`doc_c_sharp_configuring_vs_2019_for_debugging` section below."
"Next, you need to download the Godot Visual Studio extension from github "
"`here <https://github.com/godotengine/godot-csharp-visualstudio/"
"releases>`__. Double click on the downloaded file and follow the "
"installation process."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154
msgid ""
"After you successfully set up C# for Godot, you should see the following "
"option when selecting **Attach Script** in the context menu of a node in "
"your scene:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:156
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159
msgid ""
"Note that while some specifics change, most concepts work the same when "
"using C# for scripting. If you're new to Godot, you may want to follow the "
@@ -289,11 +289,11 @@ msgid ""
"easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:166
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:165
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168
msgid ""
"When you create the first C# script, Godot initializes the C# project files "
"for your Godot project. This includes generating a C# solution (``.sln``) "
@@ -305,16 +305,16 @@ msgid ""
"let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:175
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:178
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:180
msgid ""
"Here's a blank C# script with some comments to demonstrate how it works."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207
msgid ""
"As you can see, functions normally in global scope in GDScript like Godot's "
"``print`` function are available in the ``GD`` class which is part of the "
@@ -323,7 +323,7 @@ msgid ""
"`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:211
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:214
msgid ""
"Keep in mind that the class you wish to attach to your node should have the "
"same name as the ``.cs`` file. Otherwise, you will get the following error "
@@ -331,11 +331,11 @@ msgid ""
"res://XXX.cs\"*"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:217
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:222
msgid ""
"The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. "
"Where possible, fields and getters/setters have been converted to "
@@ -343,33 +343,35 @@ msgid ""
"reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:223
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:226
msgid "For more information, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230
#, fuzzy
msgid ""
"You need to (re)build the project assemblies whenever you want to see new "
"exported variables or signals in the editor. This build can be manually "
"triggered by clicking the word **Mono** at the bottom of the editor window "
"to reveal the Mono panel, then clicking the **Build Project** button."
"triggered by clicking the word **Build** in the top right corner of the "
"editor. You can also click **Mono** at the bottom of the editor window to "
"reveal the Mono panel, then click the **Build Project** button."
msgstr ""
"Je třeba (znovu) sestavit projektu, kdykoli chcete vidět nové exportované "
"proměnné nebo signály v editoru. Toto sestavení lze spustit ručně kliknutím "
"na slovo **Mono** v dolní části okna editoru, abyste odkryli panel Mono, "
"poté klikněte na tlačítko **Vybrat projekt**."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:232
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
msgid ""
"You will also need to rebuild the project assemblies to apply changes in "
"\"tool\" scripts."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:240
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:242
msgid ""
"As C# support is quite new in Godot, there are some growing pains and things "
"that need to be ironed out. Below is a list of the most important issues you "
@@ -378,24 +380,24 @@ msgid ""
"godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:244
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248
msgid ""
"Writing editor plugins is possible, but it is currently quite convoluted."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:245
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
msgid ""
"State is currently not saved and restored when hot-reloading, with the "
"exception of exported variables."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:247
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:251
msgid ""
"Attached C# scripts should refer to a class that has a class name that "
"matches the file name."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:249
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:253
msgid ""
"There are some methods such as ``Get()``/``Set()``, ``Call()``/"
"``CallDeferred()`` and signal connection method ``Connect()`` that rely on "
@@ -405,18 +407,18 @@ msgid ""
"can use any custom properties or methods without this limitation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:257
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261
msgid ""
"Exporting Mono projects is supported for desktop platforms (Linux, Windows "
"and macOS), Android, HTML5, and iOS. The only platform not supported yet is "
"UWP."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:261
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:263
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267
msgid ""
"According to some preliminary `benchmarks <https://github.com/cart/godot3-"
"bunnymark>`_, the performance of C# in Godot — while generally in the same "
@@ -427,11 +429,11 @@ msgid ""
"when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275
msgid "Using NuGet packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:273
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277
msgid ""
"`NuGet <https://www.nuget.org/>`_ packages can be installed and used with "
"Godot, as with any C# project. Many IDEs are able to add packages directly. "
@@ -439,115 +441,26 @@ msgid ""
"csproj`` file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291
msgid ""
"By default, tools like NuGet put ``Version`` as an attribute of the "
"```PackageReference``` Node. **You must manually create a Version node as "
"shown above.** This is because the version of MSBuild used requires this. "
"(This will be fixed in Godot 4.0.)"
"As of Godot 3.2.3, Godot automatically downloads and sets up newly added "
"NuGet packages the next time it builds the project."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292
msgid ""
"Whenever packages are added or modified, run ``nuget restore`` (*not* "
"``dotnet restore``) in the root of the project directory. To ensure that "
"NuGet packages will be available for msbuild to use, run:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:295
msgid "Profiling your C# code"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:297
msgid ""
"`Mono log profiler <https://www.mono-project.com/docs/debug+profile/profile/"
"profiler/>`_ is available for Linux and macOS. Due to a Mono change, it does "
"not work on Windows currently."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:298
msgid ""
"External Mono profiler like `JetBrains dotTrace <https://www.jetbrains.com/"
"profiler/>`_ can be used as described `here <https://github.com/godotengine/"
"godot/pull/34382>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309
msgid "Configuring VS 2019 for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:313
msgid ""
"Godot has built-in support for workflows involving several popular C# IDEs. "
"Built-in support for Visual Studio will be including in future versions, but "
"in the meantime, the steps below can let you configure VS 2019 for use with "
"Godot C# projects."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:318
msgid ""
"Install VS 2019 with ``.NET desktop development`` and ``Desktop development "
"with C++`` workloads selected."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:319
msgid ""
"**Ensure that you do not have Xamarin installed.** Do not choose the "
"``Mobile development with .NET`` workload. Xamarin changes the DLLs used by "
"MonoDebugger, which breaks debugging."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:320
msgid ""
"Install the `VSMonoDebugger extension <https://marketplace.visualstudio.com/"
"items?itemName=GordianDotNet.VSMonoDebugger0d62>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:321
msgid "In VS 2019 --> Extensions --> Mono --> Settings:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:323
msgid "Select ``Debug/Deploy to local Windows``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:324
msgid "Leave ``Local Deploy Path`` blank."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:325
msgid ""
"Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project "
"Settings --> Mono --> Debugger Agent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:326
msgid ""
"Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot "
"Addon <https://godotengine.org/asset-library/asset/435>`_ may be helpful."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:328
msgid ""
"Run the game in Godot. It should hang at the Godot splash screen while it "
"waits for your debugger to attach."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:329
msgid ""
"In VS 2019, open your project and choose Extensions --> Mono --> Attach to "
"Mono Debugger."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:334
msgid "Configuring Visual Studio Code for debugging"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:336
msgid ""
"To configure debugging, open Visual Studio Code and download the Mono Debug "
"extension from Microsoft and the Godot extension by Ignacio. Then open the "
"Godot project folder in VS Code. Go to the Run tab and click on **create a "
"launch.json file**. Select **C# Godot** from the dropdown menu. Now, when "
"you start the debugger in VS Code your Godot project will run."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -142,8 +142,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:131
msgid ""
"It is possible to bind values when establishing a connection by passing an "
"object array."
"It is possible to bind values when establishing a connection by passing a "
"Godot array."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:151

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,7 +57,7 @@ msgid "Windows: ``%APPDATA%\\Godot\\script_templates\\``"
msgstr ""
#: ../../docs/getting_started/scripting/creating_script_templates.rst:26
msgid "Linux: ``$HOME/.local/share/godot/script_templates/``"
msgid "Linux: ``$HOME/.config/godot/script_templates/``"
msgstr ""
#: ../../docs/getting_started/scripting/creating_script_templates.rst:27

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -211,7 +211,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "``+``"
msgstr ""
msgstr "``+``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:134
msgid "In number specifiers, **show + sign** if positive."
@@ -239,7 +239,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "``-``"
msgstr ""
msgstr "``-``"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:143
msgid "**Pad to the right** rather than the left."
@@ -331,7 +331,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:264
msgid "**Type**"
msgstr ""
msgstr "**Typ**"
#: ../../docs/getting_started/scripting/gdscript/gdscript_format_string.rst:242
msgid "**Style**"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -20,3 +20,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/index.rst:2
msgid "GDScript"
msgstr "GDSkript"
#: ../../docs/getting_started/scripting/gdscript/index.rst:18
msgid ""
"See :ref:`doc_gdscript_grammar` if you are interested in writing a third-"
"party tool that interacts with GDScript, such as a linter or formatter."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -202,7 +202,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:131
msgid "Variables"
msgstr ""
msgstr "Proměnné"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:133
msgid ""
@@ -340,7 +340,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:228
msgid "Data"
msgstr ""
msgstr "Data"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:230
msgid ""
@@ -427,7 +427,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
msgid "SceneTree"
msgstr ""
msgstr "SceneTree"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:290
msgid ""
@@ -702,7 +702,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:470
msgid "Operators"
msgstr ""
msgstr "Operátory"
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,7 +27,7 @@ msgstr "Úvod"
#: ../../docs/getting_started/step_by_step/animations.rst:9
msgid "Godot's animation system is extremely powerful and flexible."
msgstr ""
msgstr "Animační systém Godot je mimořádně výkonný a flexibilní."
#: ../../docs/getting_started/step_by_step/animations.rst:11
msgid ""
@@ -36,35 +36,43 @@ msgid ""
"splash image. Here's a copy just in case: :download:`robisplash.zip <files/"
"robisplash.zip>`."
msgstr ""
"Začněme scénou z předchozího tutoriálu (:ref:`doc_splash_screen`). Cílem je "
"přidat do úvodního obrázku animaci \"fade-in\". Zde je pro jistotu kopie: :"
"download:`robisplash.zip <files/robisplash.zip>`."
#: ../../docs/getting_started/step_by_step/animations.rst:16
msgid "Add an animation player"
msgstr ""
msgstr "Přidání přehrávače animací"
#: ../../docs/getting_started/step_by_step/animations.rst:18
msgid ""
"First of all, add an :ref:`AnimationPlayer <class_AnimationPlayer>` node to "
"the scene as a child of \"background\" (the root node):"
msgstr ""
"Nejprve přidejte do scény uzel :ref:`AnimationPlayer "
"<class_AnimationPlayer>` jako potomka uzlu ``background`` (kořenový uzel):"
#: ../../docs/getting_started/step_by_step/animations.rst:23
msgid ""
"When a node of this type is selected, the animation editor panel will appear:"
msgstr ""
msgstr "Po výběru uzlu tohoto typu se zobrazí panel editoru animací:"
#: ../../docs/getting_started/step_by_step/animations.rst:28
msgid "The animation editor panel stays visible until manually hidden."
msgstr ""
msgstr "Panel editoru animací zůstane viditelný, dokud jej ručně neskryjete."
#: ../../docs/getting_started/step_by_step/animations.rst:31
msgid "Creating the animation"
msgstr ""
msgstr "Vytvoření animace"
#: ../../docs/getting_started/step_by_step/animations.rst:33
msgid ""
"It's time to create a new animation! Press the Animation button then select "
"new from the menu. Name the animation \"intro\" when the dialog appears."
msgstr ""
"Je čas vytvořit novou animaci! Stiskněte tlačítko Animace a z nabídky "
"vyberte možnost Nová. Po zobrazení dialogového okna pojmenujte animaci "
"\"intro\"."
#: ../../docs/getting_started/step_by_step/animations.rst:40
msgid ""
@@ -72,14 +80,17 @@ msgid ""
"\" mode. In this mode, a key icon appears next to every property of the "
"property editor. In Godot, any property of an object can be animated:"
msgstr ""
"Nyní, když máme animaci, přejde editor vlastností do režimu \"úpravy animace"
"\". V tomto režimu se vedle každé vlastnosti editoru vlastností zobrazí "
"ikona klíče. V Godotu lze animovat libovolnou vlastnost objektu:"
#: ../../docs/getting_started/step_by_step/animations.rst:48
msgid "Editing the animation"
msgstr ""
msgstr "Úpravy animace"
#: ../../docs/getting_started/step_by_step/animations.rst:50
msgid "The logo will appear from the top of the screen."
msgstr ""
msgstr "Logo se objeví v horní části obrazovky."
#: ../../docs/getting_started/step_by_step/animations.rst:52
msgid ""
@@ -87,38 +98,47 @@ msgid ""
"\"Rect / Position\" property to ``(118, -400)`` and press the key button "
"next to the property to add a keyframe:"
msgstr ""
"V otevřeném panelu editoru animace vyberte uzel ``logo`` a nastavte "
"vlastnost ``Rect / Position`` na ``(118, -400)`` a stisknutím tlačítka vedle "
"této vlastnosti přidejte klíčový snímek:"
#: ../../docs/getting_started/step_by_step/animations.rst:58
msgid "When the dialog appears, confirm that you are creating a new track."
msgstr ""
msgstr "Po zobrazení dialogového okna potvrďte, že vytváříte novou stopu."
#: ../../docs/getting_started/step_by_step/animations.rst:60
msgid "The keyframe will be added in the animation player editor:"
msgstr ""
msgstr "Klíčový snímek bude přidán do editoru přehrávače animací:"
#: ../../docs/getting_started/step_by_step/animations.rst:64
msgid "Move the editor cursor forward in time by clicking here:"
msgstr ""
msgstr "Kliknutím sem přesuňte kurzor editoru v čase dopředu:"
#: ../../docs/getting_started/step_by_step/animations.rst:68
msgid ""
"Change the logo position to ``(118, 0)`` and add a keyframe again. With two "
"keyframes with different values, the animation happens."
msgstr ""
"Změňte pozici loga na ``(118, 0)`` a znovu přidejte klíčový snímek. Se dvěma "
"klíčovými snímky s různými hodnotami již můžeme animovat."
#: ../../docs/getting_started/step_by_step/animations.rst:73
msgid ""
"Pressing \"Play selected animation from start\" button on the animation "
"panel (or :kbd:`Shift + D` on keyboard) will make the logo descend."
msgstr ""
"Stisknutím tlačítka \"Přehrát vybranou animaci od začátku\" na panelu "
"animace (nebo :kbd:`Shift + D` na klávesnici) se logo spustí."
#: ../../docs/getting_started/step_by_step/animations.rst:78
msgid ""
"Click the \"Autoplay on Load\" button to set the animation to start "
"automatically when the scene starts."
msgstr ""
"Kliknutím na tlačítko \"Autoplay on Load\" nastavíte automatické spuštění "
"animace při spuštění scény."
#: ../../docs/getting_started/step_by_step/animations.rst:83
msgid ""
"And finally, when running the scene, the animation should look like this:"
msgstr ""
msgstr "A konečně, při spuštění scény by animace měla vypadat takto:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -38,7 +38,6 @@ msgstr ""
"jej na \"balíček\", který může spustit kdokoli."
#: ../../docs/getting_started/step_by_step/exporting.rst:14
#, fuzzy
msgid ""
"The way you export your game depends on what platform you are targeting. In "
"this tutorial, you'll learn how to export the *Dodge the Creeps* game for a "
@@ -50,7 +49,6 @@ msgstr ""
"Nejprve však musíme provést některé změny ve způsobu fungování hry."
#: ../../docs/getting_started/step_by_step/exporting.rst:19
#, fuzzy
msgid ""
"If you haven't made *Dodge the Creeps* yourself yet, please read :ref:"
"`doc_your_first_game` before continuing with this tutorial."
@@ -63,7 +61,6 @@ msgid "Preparing the project"
msgstr "Příprava projektu"
#: ../../docs/getting_started/step_by_step/exporting.rst:25
#, fuzzy
msgid ""
"In *Dodge the Creeps*, we used keyboard controls to move the player's "
"character. This is fine if your game is being played on a PC platform, but "
@@ -78,7 +75,6 @@ msgstr ""
"ovládání hry na typ přesuň kliknutím."
#: ../../docs/getting_started/step_by_step/exporting.rst:31
#, fuzzy
msgid ""
"By default, Godot emulates mouse input from touch input. That means that if "
"anything is coded to happen on a mouse event, touch will trigger it as well. "
@@ -90,8 +86,7 @@ msgstr ""
"znamená, že pokud něco reaguje na události myši, bude to také reagovat na "
"dotek. Godot může také emulovat dotykový vstup z klikání myší, což bude "
"potřeba, abychom mohli pokračovat v hraní naší hry na počítači i po přepnutí "
"na dotykový vstup. V části „Nastavení projektu“ pod položkami *Input "
"Devices* and *Pointing* nastavte *Emulate Touch From Mouse* na „On“."
"na dotykový vstup."
#: ../../docs/getting_started/step_by_step/exporting.rst:36
msgid ""
@@ -104,7 +99,7 @@ msgstr ""
msgid ""
"We also want to ensure that the game scales consistently on different-sized "
"screens, so in the project settings go to **Display**, then click on "
"**Window**. In the **Stretch** options, set **Mode** to ``2d``\" and "
"**Window**. In the **Stretch** options, set **Mode** to ``2d`` and "
"**Aspect** to ``keep``."
msgstr ""
"Chceme také zajistit, aby hra odpovídala původnímu měřítku na obrazovkách "
@@ -113,7 +108,6 @@ msgstr ""
"*Aspect* na \"keep\"."
#: ../../docs/getting_started/step_by_step/exporting.rst:45
#, fuzzy
msgid ""
"Since we are already in the **Window** settings, we should also set under "
"**Handheld** the **Orientation** to ``portrait``."
@@ -142,7 +136,6 @@ msgid "Setting a main scene"
msgstr "Nastavení hlavní scény"
#: ../../docs/getting_started/step_by_step/exporting.rst:244
#, fuzzy
msgid ""
"The main scene is the one that your game will start in. For this *Dodge the "
"Creeps* example, in **Project -> Project Settings -> Application -> Run**, "
@@ -158,7 +151,6 @@ msgid "Export templates"
msgstr "Šablony pro export"
#: ../../docs/getting_started/step_by_step/exporting.rst:252
#, fuzzy
msgid ""
"To export the project, you need to download the *export templates* from the "
"http://godotengine.org/download. These templates are optimized versions of "
@@ -179,7 +171,6 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:266
#, fuzzy
msgid ""
"In the window that appears, you can click **Download** to get the template "
"version that matches your version of Godot."
@@ -198,7 +189,6 @@ msgid "Export presets"
msgstr "Exportovat přednastavení"
#: ../../docs/getting_started/step_by_step/exporting.rst:279
#, fuzzy
msgid ""
"Next, you can configure the export settings by clicking on **Project -> "
"Export**."
@@ -207,7 +197,6 @@ msgstr ""
"Export*."
#: ../../docs/getting_started/step_by_step/exporting.rst:281
#, fuzzy
msgid ""
"Create a new export preset by clicking **Add...** and selecting a platform. "
"You can make as many presets as you like with different settings."
@@ -216,7 +205,6 @@ msgstr ""
"platformy. Můžete vytvořit libovolný počet předvoleb s různým nastavením."
#: ../../docs/getting_started/step_by_step/exporting.rst:286
#, fuzzy
msgid ""
"At the bottom of the window are two buttons. **Export PCK/ZIP** only creates "
"a packed version of your project's data. This doesn't include an executable "
@@ -227,22 +215,20 @@ msgstr ""
"projekt nelze spustit samostatně."
#: ../../docs/getting_started/step_by_step/exporting.rst:290
#, fuzzy
msgid ""
"The second button, **Export Project**, creates a complete executable version "
"of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows."
msgstr ""
"Druhé tlačítko „Exportovat projekt“ vytvoří kompletní spustitelnou verzi "
"vaší hry, například `.apk` pro Android nebo `.exe` pro Windows.."
"vaší hry, například ``.apk`` pro Android nebo ``.exe`` pro Windows.."
#: ../../docs/getting_started/step_by_step/exporting.rst:293
#, fuzzy
msgid ""
"In the **Resources** and **Features** tabs, you can customize how the game "
"is exported for each platform. We can leave those settings alone for now."
msgstr ""
"Na kartách Zdroje a Funkce můžete upravit způsob exportu hry pro každou "
"platformu. Toto nastavení prozatím neměňte."
"Na kartách **Zdroje** a **Funkce** můžete upravit způsob exportu hry pro "
"každou platformu. Toto nastavení prozatím neměňte."
#: ../../docs/getting_started/step_by_step/exporting.rst:297
msgid "Exporting by platform"
@@ -261,7 +247,6 @@ msgid "PC (Linux/macOS/Windows)"
msgstr "PC (Linux/macOS/Windows)"
#: ../../docs/getting_started/step_by_step/exporting.rst:305
#, fuzzy
msgid ""
"Exporting PC platforms works the same across the three supported operating "
"systems. Open the export window and click **Add...** to create the preset(s) "
@@ -269,17 +254,15 @@ msgid ""
"destination folder. Choose a location *outside* of your project folder."
msgstr ""
"Export PC platforem funguje napříč třemi podporovanými operačními systémy. "
"Otevřete exportní okno a klikněte na \"Přidat ..\" pro vytvoření vámi "
"požadovaných předvoleb. Poté klikněte na Exportovat projekt a vyberte "
"Otevřete exportní okno a klikněte na **Přidat ..** pro vytvoření vámi "
"požadovaných předvoleb. Poté klikněte na **Exportovat projekt** a vyberte "
"název a cílovou složku. Vyberte umístění *mimo* složky projektu."
#: ../../docs/getting_started/step_by_step/exporting.rst:310
#, fuzzy
msgid "Click **Save** and the engine will build the export files."
msgstr "Klikněte na \"Uložit\" a engine vytvoří exportní soubory."
msgstr "Klikněte na **Uložit** a engine vytvoří exportní soubory."
#: ../../docs/getting_started/step_by_step/exporting.rst:314
#, fuzzy
msgid ""
"When exporting for macOS, if you export from a macOS computer, you'll end up "
"with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In "
@@ -287,12 +270,11 @@ msgid ""
"double-click and run."
msgstr ""
"Při exportu pro MacOS, pokud exportujete na počítači s MacOSem, výsledkem je "
"soubor `.dmg`, zatímco při použití Linuxu nebo Windows vytvoříte `.zip`. V "
"obou případech komprimovaný soubor obsahuje macOS `.app`, které můžete "
"soubor ``.dmg``, zatímco při použití Linuxu nebo Windows vytvoříte ``.zip``. "
"V obou případech komprimovaný soubor obsahuje macOS ``.app``, které můžete "
"poklepáním spustit."
#: ../../docs/getting_started/step_by_step/exporting.rst:321
#, fuzzy
msgid ""
"On Windows, if you want your exported executable to have a different icon "
"than the default one, you need to change it manually. See :ref:"
@@ -331,25 +313,23 @@ msgid "Android SDK: https://developer.android.com/studio/"
msgstr "Android SDK: https://developer.android.com/studio/"
#: ../../docs/getting_started/step_by_step/exporting.rst:339
#, fuzzy
msgid ""
"Open JDK (**version 8 is required**, more recent versions won't work): "
"https://adoptopenjdk.net/index.html"
msgstr ""
"Otevřete JDK (je vyžadována verze 8, novější verze nebudou fungovat): "
"Otevřete JDK (je **vyžadována verze 8**, novější verze nebudou fungovat): "
"https://adoptopenjdk.net/index.html"
#: ../../docs/getting_started/step_by_step/exporting.rst:341
#, fuzzy
msgid ""
"When you run Android Studio for the first time, click on **Configure -> SDK "
"Manager** and install **Android SDK Platform Tools**. This installs the "
"``adb`` command-line tool that Godot uses to communicate with your device."
msgstr ""
"Při prvním spuštění aplikace Android Studio klikněte na *Konfigurovat -> "
"Správce SDK* a nainstalujte Nástroje platformy Android SDK. Nainstaluje se "
"nástroj příkazového řádku `adb`, který Godot používá ke komunikaci s vaším "
"zařízením."
"Při prvním spuštění aplikace Android Studio klikněte na **Konfigurovat -> "
"Správce SDK** a nainstalujte **Nástroje platformy Android SDK**. Nainstaluje "
"se nástroj příkazového řádku ``adb``, který Godot používá ke komunikaci s "
"vaším zařízením."
#: ../../docs/getting_started/step_by_step/exporting.rst:345
msgid ""
@@ -371,7 +351,6 @@ msgstr ""
"a umístění úložiště klíčů, které jste právě vytvořili."
#: ../../docs/getting_started/step_by_step/exporting.rst:358
#, fuzzy
msgid ""
"Now you're ready to export. Click on **Project -> Export** and add a preset "
"for Android (see above). Select the newly added Android preset. Under "
@@ -379,18 +358,18 @@ msgid ""
"your game is in landscape mode (i.e. the window width in pixels is greater "
"than the window height), leave this on **Landscape**."
msgstr ""
"Nyní jste připraveni exportovat. Klikněte na *Projekt -> Exportovat* a "
"Nyní jste připraveni exportovat. Klikněte na **Projekt -> Exportovat** a "
"přidejte předvolbu pro Android (viz výše). Vyberte předvolby Android a v "
"části *Možnosti* přejděte na *Obrazovku* a nastavte *Orientace* na \"Portrait"
"\"."
"části **Možnosti** přejděte na **Obrazovku** a nastavte **Orientace** na "
"**Portrait**. Pokud je vaše hra v režimu na šířku (tj. šířka okna v pixelech "
"je větší než výška okna), ponechte tuto volbu na hodnotě **Landscape**."
#: ../../docs/getting_started/step_by_step/exporting.rst:364
#, fuzzy
msgid ""
"Click the **Export Project** button and Godot will build an APK you can "
"download on your device. To do this on the command line, use the following:"
msgstr ""
"Klikněte na tlačítko Exportovat projekt a Godot vytvoří APK, který si "
"Klikněte na tlačítko **Exportovat projekt** a Godot vytvoří APK, který si "
"můžete stáhnout do svého zařízení. Chcete-li to provést v příkazovém řádku, "
"použijte následující:"
@@ -403,15 +382,14 @@ msgstr ""
"naleznete v dokumentaci k zařízení."
#: ../../docs/getting_started/step_by_step/exporting.rst:374
#, fuzzy
msgid ""
"If your system supports it, connecting a compatible Android device will "
"cause a **One-click Deploy** button to appear in Godot's playtest button "
"area:"
msgstr ""
"Pokud to váš systém podporuje, připojení Android kompatibilního zařízením "
"způsobí, že se v oblasti spouštěcích prvků Godota objeví tlačítko One-Click "
"Deploy:"
"způsobí, že se v oblasti spouštěcích prvků Godota objeví tlačítko **One-"
"Click Deploy** :"
#: ../../docs/getting_started/step_by_step/exporting.rst:379
msgid ""
@@ -426,25 +404,23 @@ msgid "iOS"
msgstr "Ios"
#: ../../docs/getting_started/step_by_step/exporting.rst:386
#, fuzzy
msgid ""
"To build your game for iOS, you must have a computer running macOS with "
"Xcode installed."
msgstr ""
"Aby bylo možné sestavit vaši hru pro iOS, musíte mít počítač se systémem "
"MacOS s nainstalovaným Xcode."
"macOS s nainstalovaným Xcode."
#: ../../docs/getting_started/step_by_step/exporting.rst:389
#, fuzzy
msgid ""
"Before exporting, there are some settings that you *must* complete for the "
"project to export successfully. First, the **App Store Team Id**, which you "
"can find by logging in to your Apple developer account and looking in the "
"**Membership** section."
msgstr ""
"Aby se projekt úspěšně exportoval, musíte nejprve doplnit určitá nastavení. "
"Je to App Store Team Id, které najdete po přihlášení k účtu vývojáře "
"Applev sekci Členství."
"Aby se projekt úspěšně exportoval, *musíte* nejprve doplnit určitá "
"nastavení. Je to **App Store Team Id**, které najdete po přihlášení k účtu "
"vývojáře Applev sekci **Členství** ."
#: ../../docs/getting_started/step_by_step/exporting.rst:393
msgid "You must also provide icons and splash screen images as shown below:"
@@ -452,9 +428,8 @@ msgstr ""
"Musíte také poskytnout ikony a obrázky úvodní obrazovky, jak je uvedeno níže:"
#: ../../docs/getting_started/step_by_step/exporting.rst:397
#, fuzzy
msgid "Click **Export Project** and select a destination folder."
msgstr "Klikněte na Exportovat projekt a vyberte cílovou složku."
msgstr "Klikněte na **Exportovat projekt** a vyberte cílovou složku."
#: ../../docs/getting_started/step_by_step/exporting.rst:399
msgid ""
@@ -465,7 +440,6 @@ msgstr ""
"následující složky a soubory:"
#: ../../docs/getting_started/step_by_step/exporting.rst:404
#, fuzzy
msgid ""
"You can now open the project in Xcode and build the project for iOS. The "
"Xcode build procedure is beyond the scope of this tutorial. See https://help."
@@ -480,12 +454,11 @@ msgid "HTML5 (web)"
msgstr "HTML5 (web)"
#: ../../docs/getting_started/step_by_step/exporting.rst:412
#, fuzzy
msgid ""
"Click **Export Project** on the HTML5 preset. We don't need to change any of "
"the default settings."
msgstr ""
"Klikněte na \"Exportovat projekt\" v přednastavení HTML5. Není třeba měnit "
"Klikněte na **Exportovat projekt** v přednastavení HTML5. Není třeba měnit "
"žádné výchozí nastavení."
#: ../../docs/getting_started/step_by_step/exporting.rst:415
@@ -495,29 +468,27 @@ msgid ""
msgstr "Po dokončení exportu budete mít složku obsahující následující soubory:"
#: ../../docs/getting_started/step_by_step/exporting.rst:420
#, fuzzy
msgid ""
"Viewing the ``.html`` file in your browser lets you play the game. However, "
"you can't open the file directly. Instead, it needs to be served by a web "
"server. If you don't have one set up on your computer, you can search online "
"to find suggestions for your specific OS."
msgstr ""
"Otevření souboru `.html` v prohlížeči vám umožní hrát hru. Soubor však nelze "
"otevřít přímo, musí být doručen webovým serverem. Pokud nemáte v počítači "
"žádný nainstalován, najděte na webu nějaké řešení pro váš operační systém."
"Otevření souboru ``.html`` v prohlížeči vám umožní hrát hru. Soubor však "
"nelze otevřít přímo, musí být doručen webovým serverem. Pokud nemáte v "
"počítači žádný nainstalován, najděte na webu nějaké řešení pro váš operační "
"systém."
#: ../../docs/getting_started/step_by_step/exporting.rst:425
#, fuzzy
msgid ""
"Point your browser at the URL where you've placed the HTML file. You may "
"have to wait a few moments while the game loads before you see the start "
"screen."
msgstr ""
"Nasměrujte prohlížeč na adresu URL, kam jste umístili soubor html. Možná "
"Nasměrujte prohlížeč na adresu URL, kam jste umístili soubor HTML. Možná "
"budete muset chvíli počkat, než se hra načte, a vy uvidíte úvodní obrazovku."
#: ../../docs/getting_started/step_by_step/exporting.rst:430
#, fuzzy
msgid ""
"The console window beneath the game tells you if anything goes wrong. You "
"can disable it by disabling **Export With Debug** in the final file dialog "
@@ -527,7 +498,6 @@ msgstr ""
"projektu ji můžete zakázat pomocí nastavení položky „Exportovat s laděním“."
#: ../../docs/getting_started/step_by_step/exporting.rst:438
#, fuzzy
msgid ""
"While WebAssembly is supported in all major browsers, it is still an "
"emerging technology and you may find some things that don't work. Make sure "
@@ -535,8 +505,8 @@ msgid ""
"bugs you find on the `Godot GitHub repository <https://github.com/"
"godotengine/godot/issues>`_."
msgstr ""
"Přestože je WASM podporována ve všech hlavních prohlížečích, stále se jedná "
"o technologii ve stavu zrodu a proto můžete najít některé věci, které nemusí "
"nefungovat. Ujistěte se, že jste aktualizovali svůj prohlížeč na nejnovější "
"verzi, a nahláste všechny chyby, které najdete, zde: `Godot GitHub <https://"
"github.com/godotengine/godot/issues>`_."
"Přestože je WebAssembly podporována ve všech hlavních prohlížečích, stále se "
"jedná o technologii ve stavu zrodu a proto můžete najít některé věci, které "
"nemusí nefungovat. Ujistěte se, že jste aktualizovali svůj prohlížeč na "
"nejnovější verzi, a nahláste všechny chyby, které najdete, zde: `Godot "
"GitHub <https://github.com/godotengine/godot/issues>`_."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:4
msgid "File system"
msgstr ""
msgstr "Souborový systém"
#: ../../docs/getting_started/step_by_step/filesystem.rst:7
msgid "Introduction"
@@ -32,10 +32,14 @@ msgid ""
"source files and assets while collaborating. Godot stores all assets as "
"files in its file system."
msgstr ""
"Souborový systém řídí způsob ukládání jednotlivých položek a přístup k nim. "
"Dobře navržený souborový systém také umožňuje upravovat stejné zdrojové "
"soubory a zdroje při vzájemné spolupráci více vývojářů. Godot ukládá všechny "
"zdroje jako soubory ve svém souborovém systému."
#: ../../docs/getting_started/step_by_step/filesystem.rst:15
msgid "Implementation"
msgstr ""
msgstr "Implementace"
#: ../../docs/getting_started/step_by_step/filesystem.rst:17
msgid ""
@@ -47,6 +51,12 @@ msgid ""
"resources. For example, a font resource is often bundled together with the "
"font textures."
msgstr ""
"Souborový systém ukládá zdroje na disk. Cokoli, od skriptu po scénu nebo "
"obrázek PNG, je pro engine zdrojem. Pokud zdroj obsahuje vlastnosti, které "
"odkazují na jiné zdroje na disku, jsou zahrnuty i cesty k těmto zdrojům. "
"Pokud má zdroj zabudované dílčí zdroje, je uložen v jediném souboru spolu se "
"všemi dílčími zdroji. Například zdroj písma je často poskytován společně s "
"texturami písma."
#: ../../docs/getting_started/step_by_step/filesystem.rst:24
msgid ""
@@ -54,14 +64,18 @@ msgid ""
"and VCSs are better than anything we can implement, so Godot tries its best "
"to play along with SVN, Git, Mercurial, Perforce, etc."
msgstr ""
"Souborový systém Godot se vyhýbá používání metadatových souborů. Existující "
"správci položek a systémy pro správu verzí jsou lepší než cokoli, co můžeme "
"implementovat, takže se Godot snaží co nejlépe spolupracovat se systémy SVN, "
"Git, Mercurial, Perforce atd."
#: ../../docs/getting_started/step_by_step/filesystem.rst:28
msgid "Example of file system contents:"
msgstr ""
msgstr "Příklad obsahu souborového systému:"
#: ../../docs/getting_started/step_by_step/filesystem.rst:39
msgid "project.godot"
msgstr ""
msgstr "project.godot"
#: ../../docs/getting_started/step_by_step/filesystem.rst:41
msgid ""
@@ -69,6 +83,10 @@ msgid ""
"found at the root of the project. In fact, its location defines where the "
"root is. This is the first file that Godot looks for when opening a project."
msgstr ""
"Soubor ``project.godot`` je soubor s popisem projektu a nachází se vždy v "
"kořenovém adresáři projektu. Ve skutečnosti jeho umístění určuje, kde se "
"kořenový adresář nachází. Je to ten první soubor, který Godot hledá při "
"otevírání projektu."
#: ../../docs/getting_started/step_by_step/filesystem.rst:45
msgid ""
@@ -76,10 +94,13 @@ msgid ""
"ini format. Even an empty ``project.godot`` can function as a basic "
"definition of a blank project."
msgstr ""
"Tento soubor obsahuje konfiguraci projektu v prostém textu ve formátu win."
"ini. I prázdný soubor ``project.godot`` může fungovat jako základní definice "
"prázdného projektu."
#: ../../docs/getting_started/step_by_step/filesystem.rst:50
msgid "Path delimiter"
msgstr ""
msgstr "Oddělovač cesty"
#: ../../docs/getting_started/step_by_step/filesystem.rst:52
msgid ""
@@ -88,10 +109,14 @@ msgid ""
"``C:\\project\\project.godot`` needs to be typed as ``C:/project/project."
"godot``."
msgstr ""
"Godot podporuje jako oddělovač cest pouze ``/``. Děje se tak z důvodu "
"přenositelnosti. Všechny operační systémy to podporují, dokonce i Windows, "
"takže cesta jako ``C:\\project\\project.godot`` musí být zadána jako ``C:/"
"project/project.godot``."
#: ../../docs/getting_started/step_by_step/filesystem.rst:58
msgid "Resource path"
msgstr ""
msgstr "Cesta ke zdroji"
#: ../../docs/getting_started/step_by_step/filesystem.rst:60
msgid ""
@@ -99,12 +124,17 @@ msgid ""
"cumbersome and non-portable. To solve this problem, the special path ``res://"
"`` was created."
msgstr ""
"Při přístupu k zdrojům může být použití souborového systému hostitelského "
"operačního systému těžkopádné a nepřenosné. K vyřešení tohoto problému byla "
"vytvořena speciální cesta ``res://``."
#: ../../docs/getting_started/step_by_step/filesystem.rst:64
msgid ""
"The path ``res://`` will always point at the project root (where ``project."
"godot`` is located, so ``res://project.godot`` is always valid)."
msgstr ""
"Cesta ``res://`` bude vždy ukazovat na kořen projektu (kde se nachází "
"``project.godot``, takže ``res://project.godot`` platí vždy)."
#: ../../docs/getting_started/step_by_step/filesystem.rst:68
msgid ""
@@ -113,10 +143,14 @@ msgid ""
"phones or consoles, or running from DVD), the file system will become read-"
"only and writing will no longer be permitted."
msgstr ""
"Tento souborový systém je určen pouze pro čtení a zápis při lokálním "
"spuštění projektu z editoru. Při exportu nebo při spuštění na jiných "
"zařízeních (např. telefonech nebo konzolích nebo při spuštění z DVD) se "
"systém souborů povoluje pouze čtení a zápis již nebude možný."
#: ../../docs/getting_started/step_by_step/filesystem.rst:74
msgid "User path"
msgstr ""
msgstr "Uživatelská cesta"
#: ../../docs/getting_started/step_by_step/filesystem.rst:76
msgid ""
@@ -126,10 +160,15 @@ msgid ""
"differently depending on the OS the project is running on. Local path "
"resolution is further explained in :ref:`doc_data_paths`."
msgstr ""
"Zápis na disk je ovšem nutný pro úlohy, jako je ukládání stavu hry nebo "
"stahování balíčků obsahu. Pro tento účel engine poskytuje speciální cestu "
"``user://``, která je zapisovatelná vždy. Tato cesta se řeší různě v "
"závislosti na operačním systému, na kterém projekt běží. Ošetření místní "
"cesty je blíže vysvětleno v :ref:`doc_data_paths`."
#: ../../docs/getting_started/step_by_step/filesystem.rst:83
msgid "Host file system"
msgstr ""
msgstr "Souborový systém hostitele"
#: ../../docs/getting_started/step_by_step/filesystem.rst:85
msgid ""
@@ -138,10 +177,15 @@ msgid ""
"on all platforms. However, using host file system paths can be useful when "
"writing development tools in Godot."
msgstr ""
"Alternativně lze použít také cesty hostitelského souborového systému, ale to "
"se u vydaného produktu nedoporučuje, protože není zaručeno, že tyto cesty "
"budou fungovat na všech platformách. Použití cest k hostitelskému "
"souborovému systému však může být užitečné při psaní vývojových nástrojů v "
"Godotu."
#: ../../docs/getting_started/step_by_step/filesystem.rst:91
msgid "Drawbacks"
msgstr ""
msgstr "Nevýhody"
#: ../../docs/getting_started/step_by_step/filesystem.rst:93
msgid ""
@@ -151,6 +195,11 @@ msgid ""
"These references will have to be re-defined to point at the new asset "
"location."
msgstr ""
"Tento jednoduchý návrh souborového systému má některé nevýhody. První "
"problém spočívá v tom, že přesouvání položek (jejich přejmenování nebo "
"přesun z jedné cesty do druhé v rámci projektu) naruší existující odkazy na "
"tyto položeky. Tyto odkazy bude nutné znovu definovat tak, aby ukazovaly na "
"nové umístění ."
#: ../../docs/getting_started/step_by_step/filesystem.rst:98
msgid ""
@@ -159,6 +208,10 @@ msgid ""
"dependencies will have to be fixed manually (Godot detects this and helps "
"you fix them anyway, but why go the hard route?)."
msgstr ""
"Chcete-li se tomuto vyhnout, provádějte všechny operace přesouvání, mazání a "
"přejmenovávání v systému Godot v doku FileSystem. Nikdy nepřesouvejte zdroje "
"vně Godot, jinak budete muset závislosti opravovat ručně (Godot to stejně "
"zjistí a pomůže vám je opravit, ale proč se s tím trápit?)."
#: ../../docs/getting_started/step_by_step/filesystem.rst:103
msgid ""
@@ -169,6 +222,13 @@ msgid ""
"Linux, Android, etc. This may also apply to exported binaries, which use a "
"compressed package to store all files."
msgstr ""
"Druhým důvodem je, že v systémech Windows a macOS se u názvů souborů a cest "
"nerozlišují velká a malá písmena. Pokud vývojář pracující v hostitelském "
"souborovém systému, který nerozlišuje velká a malá písmena, uloží aktivum "
"jako ``myfile.PNG``, ale pak na něj odkáže jako ``myfile.png``, bude to "
"fungovat dobře na jeho platformě, ale ne na jiných platformách, jako je "
"Linux, Android atd. To se může týkat i exportovaných binárních souborů, "
"které používají komprimovaný balíček pro uložení všech souborů."
#: ../../docs/getting_started/step_by_step/filesystem.rst:109
msgid ""
@@ -176,3 +236,6 @@ msgid ""
"files when working with Godot. One simple fool-proof convention is to only "
"allow lowercase file and path names."
msgstr ""
"Doporučujeme, aby váš tým při práci s Godotem jasně definoval pravidla pro "
"pojmenování souborů. Jednoduchá a spolehlivá cesta je povolit pouze malá "
"písmena v názvech souborů a cest."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,7 +27,7 @@ msgid ""
"the **Project Manager, docks, workspaces** and everything you need to know "
"to get started with the engine."
msgstr ""
"Tento tutoriál vás provede Godotovým rozhraním. Podíváme se na ** Správce "
"Tento tutoriál vás provede Godotovým rozhraním. Podíváme se na **Správce "
"projektu, doky, pracovní plochy** a vše, co potřebujete vědět, abyste mohli "
"začít s enginem."
@@ -227,10 +227,11 @@ msgstr ""
"AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120
#, fuzzy
msgid ""
"You'll use the **2D workspace** for all types of games. In addition to 2D "
"games, the 2D workspace is where you'll build your interfaces. Press :kbd:"
"`F1` (or :kbd:`Alt + 1` on macOS) to access it."
"`Ctrl + F1` (or :kbd:`Alt + 1` on macOS) to access it."
msgstr ""
"Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je "
"2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše "
@@ -238,9 +239,11 @@ msgstr ""
"systému MacOS) ."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126
#, fuzzy
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it."
"for 3D games. Press :kbd:`Ctrl + F2` (or :kbd:`Alt + 2` on macOS) to access "
"it."
msgstr ""
"Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu "
"úrovní pro 3D hry. Otevřete ji stisknutím klávesy :kbd:`F2` (nebo :kbd:`Alt "
@@ -262,10 +265,12 @@ msgstr ""
"ploše**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138
#, fuzzy
msgid ""
"The **Script** workspace is a complete code editor with a debugger, rich "
"auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt "
"+ 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference."
"auto-completion, and built-in code reference. Press :kbd:`Ctrl + F3` (or :"
"kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the "
"reference."
msgstr ""
"Pracovní plocha **Skript** je kompletní editor kódu s debuggerem, bohatým "
"automatickým dokončováním a vestavěnou referenční dokumentací Stiskněte :kbd:"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -23,7 +23,7 @@ msgstr "Zdroje"
#: ../../docs/getting_started/step_by_step/resources.rst:7
msgid "Nodes and resources"
msgstr ""
msgstr "Uzly a zdroje"
#: ../../docs/getting_started/step_by_step/resources.rst:9
msgid ""
@@ -32,6 +32,10 @@ msgid ""
"features rely on it. There is another datatype that is just as important: :"
"ref:`Resource <class_Resource>`."
msgstr ""
"Až do tohoto tutoriálu jsme se v Godotu zaměřovali na třídu :ref:`Node "
"<class_Node>`, protože právě ta se používá k programování chování a většina "
"funkcí enginu závisí právě na ní. Existuje však ještě jeden datový typ, "
"který je stejně důležitý: :ref:`Resource <class_Resource>`."
#: ../../docs/getting_started/step_by_step/resources.rst:15
msgid ""
@@ -40,6 +44,10 @@ msgid ""
"containers**. They don't do anything on their own: instead, nodes use the "
"data contained in resources."
msgstr ""
"**Uzly** poskytují funkce: kreslí sprity, 3D modely, simulují fyziku, "
"uspořádávají uživatelská rozhraní atd. **Zdroje** jsou **kontejnery dat**. "
"Samy o sobě nic nedělají: místo toho jsou data v nich obsažená používána "
"uzly."
#: ../../docs/getting_started/step_by_step/resources.rst:19
msgid ""
@@ -50,6 +58,12 @@ msgid ""
"<class_Animation>`, :ref:`AudioStream <class_AudioStream>`, :ref:`Font "
"<class_Font>`, :ref:`Translation <class_Translation>`."
msgstr ""
"Cokoli, co Godot uloží nebo načte z disku, je zdrojem. Ať už je to scéna "
"(soubor ``.tscn`` nebo ``.scn``), obrázek, skript... Zde je několik příkladů "
"``Resource``: :ref:`Texture <class_Texture>`, :ref:`Script <class_Script>`, :"
"ref:`Mesh <class_Mesh>`, :ref:`Animation <class_Animation>`, :ref:"
"`AudioStream <class_AudioStream>`, :ref:`Font <class_Font>`, :ref:"
"`Translation <class_Translation>`."
#: ../../docs/getting_started/step_by_step/resources.rst:26
msgid ""
@@ -58,6 +72,10 @@ msgid ""
"again will return the same copy every time. As resources only contain data, "
"there is no need to duplicate them."
msgstr ""
"Když engine načítá zdroj z disku, **načítá jej pouze jednou**. Pokud je "
"kopie tohoto zdroje již v paměti, pokus o jeho opětovné načtení pokaždé "
"vrátí stejnou kopii. Jelikož prostředky obsahují pouze data, není třeba je "
"duplikovat."
#: ../../docs/getting_started/step_by_step/resources.rst:31
msgid ""
@@ -66,36 +84,44 @@ msgid ""
"these types can become a resource. This means that both nodes and resources "
"can contain resources as properties:"
msgstr ""
"Každý objekt, ať už je to uzel nebo zdroj, může exportovat vlastnosti. "
"Existuje mnoho typů vlastností, například String, integer, Vector2 atd., a "
"každý z těchto typů se může stát zdrojem. To znamená, že jak uzly, tak "
"zdroje mohou obsahovat zdroje jako vlastnosti:"
#: ../../docs/getting_started/step_by_step/resources.rst:39
msgid "External vs built-in"
msgstr ""
msgstr "Externí vs. vestavěný"
#: ../../docs/getting_started/step_by_step/resources.rst:41
msgid "There are two ways to save resources. They can be:"
msgstr ""
msgstr "Zdroje lze ukládat dvěma způsoby. Mohou to být:"
#: ../../docs/getting_started/step_by_step/resources.rst:43
msgid "**External** to a scene, saved on the disk as individual files."
msgstr ""
msgstr "**Externí** ke scéně, uložené na disku jako jednotlivé soubory."
#: ../../docs/getting_started/step_by_step/resources.rst:44
msgid ""
"**Built-in**, saved inside the ``.tscn`` or the ``.scn`` file they're "
"attached to."
msgstr ""
"**Vestavěné**, uložené uvnitř souboru ``.tscn`` nebo souboru ``.scn``, ke "
"kterému jsou připojeny."
#: ../../docs/getting_started/step_by_step/resources.rst:46
msgid ""
"To be more specific, here's a :ref:`Texture <class_Texture>` in a :ref:"
"`Sprite <class_Sprite>` node:"
msgstr ""
"Abychom byli konkrétnější, zde je :ref:`Texture <class_Textura>` v uzlu :ref:"
"`Sprite <class_Sprite>`:"
#: ../../docs/getting_started/step_by_step/resources.rst:51
msgid ""
"Clicking the resource preview allows us to view and edit the resource's "
"properties."
msgstr ""
msgstr "Kliknutím na náhled zdroje můžeme zobrazit a upravit jeho vlastnosti."
#: ../../docs/getting_started/step_by_step/resources.rst:55
msgid ""
@@ -104,6 +130,10 @@ msgid ""
"file like this, it is an external resource. If you erase the path or this "
"path is empty, it becomes a built-in resource."
msgstr ""
"Vlastnost path nám říká, odkud prostředek pochází. V tomto případě pochází z "
"obrázku PNG s názvem ``robi.png``. Pokud zdroj pochází z takového souboru, "
"jedná se o externí zdroj. Pokud cestu vymažete nebo je tato cesta prázdná, "
"stane se vestavěným zdrojem."
#: ../../docs/getting_started/step_by_step/resources.rst:60
msgid ""
@@ -111,22 +141,29 @@ msgid ""
"scene. In the example above, if you erase the path ``\"res://robi.png\"`` "
"and save, Godot will save the image inside the ``.tscn`` scene file."
msgstr ""
"K přepnutí mezi vestavěnými a externími zdroji dojde při ukládání scény. "
"Pokud ve výše uvedeném příkladu vymažete cestu ``\"res://robi.png\"`` a "
"uložíte, Godot uloží obrázek uvnitř souboru scény ``.tscn``."
#: ../../docs/getting_started/step_by_step/resources.rst:66
msgid ""
"Even if you save a built-in resource, when you instance a scene multiple "
"times, the engine will only load one copy of it."
msgstr ""
"I když vestavěný zdroj uložíte, při vícenásobném instancování scény načte "
"engine pouze jeho jednu kopii."
#: ../../docs/getting_started/step_by_step/resources.rst:70
msgid "Loading resources from code"
msgstr ""
msgstr "Načítání zdrojů z kódu"
#: ../../docs/getting_started/step_by_step/resources.rst:72
msgid ""
"There are two ways to load resources from code. First, you can use the "
"``load()`` function anytime:"
msgstr ""
"Existují dva způsoby načítání zdrojů z kódu. Za prvé můžete kdykoli použít "
"funkci ``load()``:"
#: ../../docs/getting_started/step_by_step/resources.rst:90
msgid ""
@@ -134,10 +171,13 @@ msgid ""
"the file from disk and load it at compile-time. As a result, you cannot call "
"preload with a variable path: you need to use a constant string."
msgstr ""
"Můžete také ``preload`` zdroje. Na rozdíl od funkce ``load`` tato funkce "
"přečte soubor z disku a načte jej při kompilaci. V důsledku toho nemůžete "
"volat preload s proměnnou cesty: musíte použít konstantní řetězec."
#: ../../docs/getting_started/step_by_step/resources.rst:106
msgid "Loading scenes"
msgstr ""
msgstr "Načítání scén"
#: ../../docs/getting_started/step_by_step/resources.rst:108
msgid ""
@@ -145,12 +185,16 @@ msgid ""
"resources of type :ref:`PackedScene <class_PackedScene>`. The scene is "
"packed inside a resource."
msgstr ""
"Scény jsou také zdrojem, ale má to háček. Scény uložené na disk jsou zdroje "
"typu :ref:`PackedScene <class_PackedScene>`. Scéna je uvnitř zdroje zabalená."
#: ../../docs/getting_started/step_by_step/resources.rst:112
msgid ""
"To get an instance of the scene, you have to use the :ref:`PackedScene."
"instance() <class_PackedScene_method_instance>` method."
msgstr ""
"Chcete-li získat instanci scény, musíte použít metodu :ref:`PackedScene."
"instance() <class_PackedScene_method_instance>`."
#: ../../docs/getting_started/step_by_step/resources.rst:133
msgid ""
@@ -158,6 +202,9 @@ msgid ""
"returns the root node of the scene. You can then add it as a child of any "
"other node."
msgstr ""
"Tato metoda vytvoří uzly v hierarchii scény, nakonfiguruje je a vrátí "
"kořenový uzel scény. Ten pak můžete přidat jako potomka jakéhokoli jiného "
"uzlu."
#: ../../docs/getting_started/step_by_step/resources.rst:137
msgid ""
@@ -167,10 +214,15 @@ msgid ""
"each time. Remember that, as always, images, meshes, etc. are all shared "
"between the scene instances."
msgstr ""
"Tento přístup má několik výhod. Protože funkce :ref:`PackedScene.instance() "
"<Class_PackedScene_method_instance>` je rychlá, můžete vytvářet nové "
"nepřátele, náboje, efekty atd., aniž byste je museli pokaždé znovu načítat z "
"disku. Nezapomeňte, že jako vždy jsou obrázky, sítě atd. sdíleny mezi "
"instancemi scény."
#: ../../docs/getting_started/step_by_step/resources.rst:144
msgid "Freeing resources"
msgstr ""
msgstr "Uvolnění zdrojů"
#: ../../docs/getting_started/step_by_step/resources.rst:146
msgid ""
@@ -179,10 +231,14 @@ msgid ""
"node, the engine frees all the resources it owns as well if no other node "
"uses them."
msgstr ""
"Pokud se zdroj ``Resource`` již nepoužívá, automaticky se uvolní. Vzhledem k "
"tomu, že ve většině případů jsou prostředky obsaženy v uzlech, uvolní engine "
"při uvolnění uzlu také všechny prostředky, které vlastní, pokud je nepoužívá "
"žádný jiný uzel."
#: ../../docs/getting_started/step_by_step/resources.rst:151
msgid "Creating your own resources"
msgstr ""
msgstr "Vytváření vlastních zdrojů"
#: ../../docs/getting_started/step_by_step/resources.rst:153
msgid ""
@@ -191,6 +247,10 @@ msgid ""
"serialized text or binary data (\\*.tres, \\*.res). They also inherit the "
"reference-counting memory management from the Reference type."
msgstr ""
"Stejně jako jiné objekty v Godotu mohou uživatelé zdroje také skriptovat. "
"Skripty zdrojů dědí schopnost volně překládat mezi vlastnostmi objektu a "
"serializovaným textem nebo binárními daty (\\*.tres, \\*.res). Od typu "
"Reference také dědí správu paměti počítáním referencí."
#: ../../docs/getting_started/step_by_step/resources.rst:158
msgid ""
@@ -201,12 +261,20 @@ msgid ""
"ref:`Object <class_Object>`, :ref:`Reference <class_Reference>`, and :ref:"
"`Resource <class_Resource>` features:"
msgstr ""
"To má oproti alternativním datovým strukturám, jako jsou JSON, CSV nebo "
"vlastní soubory TXT, řadu výrazných výhod. Uživatelé mohou tyto prostředky "
"importovat pouze jako :ref:`Dictionary <class_Dictionary>` (JSON) nebo jako :"
"ref:`File <class_File>` a následně analyzovat. To, co přidávají zdroje, jsou "
"zděděné vlastností od :ref:`Objekt <class_Object>`, :ref:`Reference "
"<class_Reference>` a :ref:`Resource <class_Resource>`:"
#: ../../docs/getting_started/step_by_step/resources.rst:165
msgid ""
"They can define constants, so constants from other data fields or objects "
"are not needed."
msgstr ""
"Mohou definovat konstanty, takže konstanty z jiných datových polí nebo "
"objektů nejsou potřeba."
#: ../../docs/getting_started/step_by_step/resources.rst:167
msgid ""
@@ -215,17 +283,24 @@ msgid ""
"Resource script's structure needs to change, the game using the Resource "
"need not also change."
msgstr ""
"Mohou definovat metody, včetně metod setter/getter pro vlastnosti. To "
"umožňuje abstrakci a zapouzdření základních dat. Pokud je třeba změnit "
"strukturu skriptu Resource, nemusí se měnit ani hra, která Resource používá."
#: ../../docs/getting_started/step_by_step/resources.rst:169
msgid ""
"They can define signals, so Resources can trigger responses to changes in "
"the data they manage."
msgstr ""
"Mohou definovat signály, takže Zdroje mohou spouštět reakce na změny ve "
"spravovaných datech."
#: ../../docs/getting_started/step_by_step/resources.rst:171
msgid ""
"They have defined properties, so users know 100% that their data will exist."
msgstr ""
"Mají definované vlastnosti, takže uživatelé stoprocentně vědí, že jejich "
"data budou existovat."
#: ../../docs/getting_started/step_by_step/resources.rst:173
msgid ""
@@ -233,12 +308,17 @@ msgid ""
"feature. Users do not need to implement custom logic to import/export a "
"resource file's data."
msgstr ""
"Automatická serializace a deserializace zdrojů je integrovanou funkcí Godot "
"Engine. Uživatelé nemusí implementovat vlastní logiku pro import/export dat "
"souboru zdrojů."
#: ../../docs/getting_started/step_by_step/resources.rst:175
msgid ""
"Resources can even serialize sub-Resources recursively, meaning users can "
"design even more sophisticated data structures."
msgstr ""
"Zdroje mohou dokonce rekurzivně serializovat dílčí zdroje, což znamená, že "
"uživatelé mohou navrhovat ještě sofistikovanější datové struktury."
#: ../../docs/getting_started/step_by_step/resources.rst:177
msgid ""
@@ -246,6 +326,9 @@ msgid ""
"Upon exporting a game, Godot serializes resource files as binary files (\\*."
"res) for increased speed and compression."
msgstr ""
"Uživatelé mohou ukládat zdroje jako textové soubory vhodné pro správu verzí "
"(\\*.tres). Při exportu hry Godot serializuje soubory zdrojů jako binární "
"soubory (\\*.res) pro zvýšení rychlosti a komprese."
#: ../../docs/getting_started/step_by_step/resources.rst:179
msgid ""
@@ -254,25 +337,32 @@ msgid ""
"their data. To do so, double-click the resource file in the FileSystem dock "
"or click the folder icon in the Inspector and open the file in the dialog."
msgstr ""
"Inspector v Godot Engine nativně podporuje vykreslování a úpravu souborů "
"zdrojů. Uživatelé tak často nemusí implementovat vlastní logiku pro "
"vizualizaci nebo úpravy dat. Za tímto účelem dvakrát klikněte na soubor "
"prostředku v doku FileSystem nebo klikněte na ikonu složky v Inspectoru a "
"otevřete soubor v dialogovém okně."
#: ../../docs/getting_started/step_by_step/resources.rst:181
msgid ""
"They can extend **other** resource types besides just the base Resource."
msgstr ""
msgstr "Mohou rozšiřovat **jiné** typy zdrojů než jen základní Zdroj."
#: ../../docs/getting_started/step_by_step/resources.rst:183
msgid "Godot makes it easy to create custom Resources in the Inspector."
msgstr ""
msgstr "Godot usnadňuje vytváření vlastních zdrojů v Inspektoru."
#: ../../docs/getting_started/step_by_step/resources.rst:185
msgid ""
"Create a plain Resource object in the Inspector. This can even be a type "
"that derives Resource, so long as your script is extending that type."
msgstr ""
"Vytvořte v Inspektoru obyčejný objekt Zdroj. Může to být i typ od Zdroj "
"odvozený, pokud váš skript tento typ rozšiřuje."
#: ../../docs/getting_started/step_by_step/resources.rst:186
msgid "Set the ``script`` property in the Inspector to be your script."
msgstr ""
msgstr "Nastavte vlastnost ``script`` v Inspektoru na váš skript."
#: ../../docs/getting_started/step_by_step/resources.rst:188
msgid ""
@@ -281,6 +371,11 @@ msgid ""
"custom properties too! To save a resource from the Inspector, click the "
"Inspector's tools menu (top right), and select \"Save\" or \"Save As...\"."
msgstr ""
"V Inspektoru se nyní zobrazí přidané vlastnosti skriptu zdroje. Pokud tyto "
"hodnoty upravíte a zdroj uložíte, inspektor serializuje i tyto přidané "
"vlastnosti! Chcete-li zdroj uložit z Inspektora, klikněte na nabídku "
"nástrojů Inspektora (vpravo nahoře) a vyberte možnost \"Uložit\" nebo "
"\"Uložit jako...\"."
#: ../../docs/getting_started/step_by_step/resources.rst:193
msgid ""
@@ -290,10 +385,15 @@ msgid ""
"creation dialog. This will auto-add your script to the Resource object you "
"create."
msgstr ""
"Pokud jazyk skriptu podporuje :ref:`třídy skriptů "
"<název_doc_scripting_continued_class_name>`, pak se tento proces "
"zjednodušuje. Samotné definování názvu skriptu jej přidá do dialogu "
"Inspektoru pro vytvoření. Tím se váš skript automaticky přidá k vytvořenému "
"objektu Resource."
#: ../../docs/getting_started/step_by_step/resources.rst:198
msgid "Let's see some examples."
msgstr ""
msgstr "Podívejme se na několik příkladů."
#: ../../docs/getting_started/step_by_step/resources.rst:277
msgid ""
@@ -303,6 +403,11 @@ msgid ""
"ref:`EditorPlugin <class_EditorPlugin>` to create custom visualizations and "
"editors for their data."
msgstr ""
"Skripty prostředků jsou podobné skriptovatelným objektům Unity. Inspector "
"poskytuje vestavěnou podporu pro vlastní zdroje. V případě potřeby však "
"mohou uživatelé navrhnout i vlastní skripty nástrojů založené na nástroji "
"Control a zkombinovat je s :ref:`EditorPlugin <class_EditorPlugin>` a "
"vytvořit tak vlastní vizualizace a editory pro svá data."
#: ../../docs/getting_started/step_by_step/resources.rst:283
msgid ""
@@ -310,30 +415,41 @@ msgid ""
"Resource scripts. DataTables are a String mapped to a custom struct, similar "
"to a Dictionary mapping a String to a secondary custom Resource script."
msgstr ""
"DataTables a CurveTables v Unreal Engine 4 lze také snadno vytvořit pomocí "
"skriptů Resource. DataTables jsou řetězec namapovaný na uživatelsky "
"připravenou strukturu, podobně jako Dictionary mapuje řetězec na sekundární "
"vlastní skript Resource."
#: ../../docs/getting_started/step_by_step/resources.rst:319
msgid ""
"Instead of just inlining the Dictionary values, one could also, "
"alternatively..."
msgstr ""
"Místo pouhého vložení hodnot slovníku by bylo možné také alternativně..."
#: ../../docs/getting_started/step_by_step/resources.rst:321
msgid ""
"Import a table of values from a spreadsheet and generate these key-value "
"pairs, or..."
msgstr ""
"Importovat tabulku hodnot z tabulkového procesoru a vygenerovat páry klíč-"
"hodnota nebo..."
#: ../../docs/getting_started/step_by_step/resources.rst:323
msgid ""
"Design a visualization within the editor and create a simple plugin that "
"adds it to the Inspector when you open these types of Resources."
msgstr ""
"Navrhnout vizualizaci v editoru a vytvořit jednoduchý zásuvný modul, který "
"ji přidá do Inspektora pro otevírání těchto typů prostředků."
#: ../../docs/getting_started/step_by_step/resources.rst:326
msgid ""
"CurveTables are the same thing, except mapped to an Array of float values or "
"a :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>` resource object."
msgstr ""
"Tabulky křivek jsou totéž, jen jsou mapovány na pole hodnot float nebo na "
"objekt zdroje :ref:`Curve <class_Curve>`/:ref:`Curve2D <class_Curve2D>`."
#: ../../docs/getting_started/step_by_step/resources.rst:331
msgid ""
@@ -344,6 +460,12 @@ msgid ""
"keyword in GDScript) won't work. Godot will not serialize the custom "
"properties on the script subclass properly."
msgstr ""
"Pozor na to, že soubory zdrojů (\\*.tres/\\*.res) ukládají cestu ke skriptu, "
"který používají, do souboru. Při načítání se tento skript načte jako "
"rozšíření jejich typu. To znamená, že pokus o přiřazení podtřídy, tj. "
"vnitřní třídy skriptu (např. pomocí klíčového slova ``class`` v GDScript) "
"nebude fungovat. Godot nebude správně serializovat vlastní vlastnosti "
"podtřídy skriptu."
#: ../../docs/getting_started/step_by_step/resources.rst:337
msgid ""
@@ -351,3 +473,6 @@ msgid ""
"doesn't extend ``Resource``, and then determine that the script failed to "
"load for the Resource object since the types are incompatible."
msgstr ""
"V níže uvedeném příkladu by Godot načetl skript ``Node``, zjistil by, že "
"nerozšiřuje ``Resource``, a poté by určil, že se skript nepodařilo načíst "
"pro objekt Resource, protože typy jsou nekompatibilní."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 3.3\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-03-31 15:34+0200\n"
"POT-Creation-Date: 2021-06-02 13:32+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,9 +18,9 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:33
msgid "SceneTree"
msgstr ""
#, fuzzy
msgid "Using SceneTree"
msgstr "SceneTree"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:7
msgid "Introduction"
@@ -32,10 +32,13 @@ msgid ""
"Scenes are collections of nodes. They become active once they enter the "
"*scene tree*."
msgstr ""
"V předchozích výukových kurzech se vše točilo kolem konceptu uzlů. Scény "
"jsou kolekce uzlů. Ty se stávají aktivními, jakmile vstoupí do *stromu scén "
"(scene tree)*."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:14
msgid "MainLoop"
msgstr ""
msgstr "MainLoop"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:16
msgid ""
@@ -44,6 +47,9 @@ msgid ""
"Afterwards, all drivers, servers, scripting languages, scene system, etc are "
"loaded."
msgstr ""
"Godot funguje interně následujícím způsobem. Existuje třída :ref:`OS "
"<class_OS>`, pouze její instance běží uplně od začátku. Poté se načtou "
"všechny ovladače, servery, skriptovací jazyky, systém scén atd."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:21
msgid ""
@@ -52,6 +58,10 @@ msgid ""
"internals working (you can check main/main.cpp file in the source code if "
"you are ever interested to see how this works internally)."
msgstr ""
"Po dokončení inicializace potřebuje :ref:`OS <class_OS>` dodat ke spuštění :"
"ref:`MainLoop <class_MainLoop>` . Až do této chvíle vše funguje uvnitř "
"enginu (můžete se podívat do souboru main/main.cpp ve zdrojovém kódu, pokud "
"vás někdy bude zajímat, jak to vlastně běhá)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:27
msgid ""
@@ -60,18 +70,31 @@ msgid ""
"(physics-synchronized callback), and input. Again, this is low level and "
"when making games in Godot, writing your own MainLoop seldom makes sense."
msgstr ""
"Uživatelský program nebo hra se spustí pomocí MainLoop. Tato třída má "
"několik metod pro inicializaci, nečinnost (funkce synchronizované se "
"snímky), pravidelně se opakující (funkce synchronizované s fyzikou) a vstup. "
"Opět se jedná o záležitost enginu a při tvorbě her v Godotu má psaní vlastní "
"MainLoop málokdy smysl."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:33
msgid "SceneTree"
msgstr "SceneTree"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:35
msgid ""
"One of the ways to explain how Godot works is that it's a high level game "
"engine over a low level middleware."
msgstr ""
"Fungování Godot lze vysvětlit i tak, že se jedná o vysokoúrovňový herní "
"engine nad nízkoúrovňovým middlewarem."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:38
msgid ""
"The scene system is the game engine, while the :ref:`OS <class_OS>` and "
"servers are the low level API."
msgstr ""
"Systém scén je herní engine, zatímco :ref:`OS <class_OS>` a servery "
"představují nízkoúrovňové API."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:41
msgid ""
@@ -79,12 +102,17 @@ msgid ""
"<class_SceneTree>`. This is automatically instanced and set when running a "
"scene, no need to do any extra work."
msgstr ""
"Systém scén poskytuje OS vlastní hlavní smyčku, :ref:`SceneTree "
"<class_SceneTree>`. Ta se automaticky vytváří a nastavuje při spuštění "
"scény, není třeba dělat nic dalšího."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid ""
"It's important to know that this class exists because it has a few important "
"uses:"
msgstr ""
"Je důležité vědět, že tato třída existuje, protože má několik důležitých "
"použití:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:49
msgid ""
@@ -92,18 +120,25 @@ msgid ""
"added as a child when it's first opened to become part of the *Scene Tree* "
"(more on that next)."
msgstr ""
"Obsahuje kořenový :ref:`Viewport(výřez) <class_Viewport>`, do kterého je "
"scéna přidána jako potomek při svém prvním otevření, aby se stala součástí "
"*Stromu scén (Scene Tree)* (o tom více příště)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:52
msgid ""
"It contains information about the groups and has the means to call all nodes "
"in a group or get a list of them."
msgstr ""
"Obsahuje informace o skupinách a umožňuje zavolat všechny uzly ve skupině "
"nebo získat jejich seznam."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:54
msgid ""
"It contains some global state functionality, such as setting pause mode or "
"quitting the process."
msgstr ""
"Obsahuje některé funkce pro změnu globálního stavu, jako je nastavení režimu "
"pozastavení nebo ukončení procesu."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid ""
@@ -111,16 +146,21 @@ msgid ""
"<class_SceneTree>` singleton can be obtained by calling :ref:`Node."
"get_tree() <class_Node_method_get_tree>`."
msgstr ""
"Pokud je uzel(Node) součástí Scene Tree, lze singleton :ref:`SceneTree "
"<class_SceneTree>` získat voláním :ref:`Node.get_tree() "
"<class_Node_method_get_tree>`."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63
msgid "Root viewport"
msgstr ""
msgstr "Kořenový výřez (viewport)"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid ""
"The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. "
"From a node, it can be obtained in two different ways:"
msgstr ""
"Kořenový :ref:`Viewport <class_Viewport>` je vždy na vrcholu scény. Z "
"aktuálního uzlu jej lze získat dvěma různými způsoby:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:80
msgid ""
@@ -129,6 +169,10 @@ msgid ""
"sense that the top of all nodes is always a node of this type otherwise "
"nothing would be seen."
msgstr ""
"Tento uzel obsahuje hlavní průzor (výřez). Vše, co je potomkem :ref:"
"`Viewport <class_Viewport>`, se ve výchozím nastavení uvnitř něho "
"vykresluje, takže dává smysl, že vrcholem všech uzlů je vždy uzel tohoto "
"typu, jinak by nebylo nic vidět."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:85
msgid ""
@@ -136,22 +180,29 @@ msgid ""
"and such), this one is the only one that is never created by the user. It's "
"created automatically inside SceneTree."
msgstr ""
"Ačkoli ve scéně lze vytvářet další výřezy (pro efekty rozdělené obrazovky "
"apod.), tento výřez je jediný, který nevytváří nikdy uživatel . Vzniká "
"automaticky uvnitř stromu SceneTree."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:90
msgid "Scene tree"
msgstr ""
msgstr "Strom scény"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:92
msgid ""
"When a node is connected, directly or indirectly, to the root viewport, it "
"becomes part of the *scene tree*."
msgstr ""
"Pokud je uzel přímo nebo nepřímo připojen ke kořenovému výřezu, stává se "
"součástí *stromu scény*."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:95
msgid ""
"This means that as explained in previous tutorials, it will get the "
"_enter_tree() and _ready() callbacks (as well as _exit_tree())."
msgstr ""
"To znamená, že jak bylo vysvětleno v předchozích tutoriálech, získá funkce "
"``_enter_tree()`` a ``_ready()`` (a také ``_exit_tree()``)."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:100
msgid ""
@@ -160,10 +211,14 @@ msgid ""
"receive and send notifications, play sounds, etc. When they are removed from "
"the *scene tree*, they lose these abilities."
msgstr ""
"Když uzly vstoupí do *SceneTree*, stanou se aktivními. Získají přístup ke "
"všemu, co potřebují ke správné funkci, získávají vstupy, zobrazují 2D a 3D "
"vizualizace, přijímají a odesílají oznámení, přehrávají zvuky atd. Když jsou "
"ze *stromu scény* odstraněny, tyto schopnosti ztrácejí."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:106
msgid "Tree order"
msgstr ""
msgstr "Pořadí ve stromu"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:108
msgid ""
@@ -172,14 +227,18 @@ msgid ""
"with a lower rank in the tree order will get notified before the current "
"node."
msgstr ""
"Většina operací s uzly v systému Godot, jako je kreslení 2D, zpracování nebo "
"získávání oznámení, se provádí podle pořadí ve stromu To znamená, že rodiče "
"a sourozenci , které jsou ve stromu nad aktuláním uzlem (tj. mají ve stromu "
"nižší pořadové číslo ) dostanou oznámení před aktuálním uzlem."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:116
msgid "\"Becoming active\" by entering the *Scene Tree*"
msgstr ""
msgstr "\"Aktivování\" vstupem do *SceneTree*"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:118
msgid "A scene is loaded from disk or created by scripting."
msgstr ""
msgstr "Scéna je načtena z disku nebo vytvořena pomocí skriptů."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:119
msgid ""
@@ -187,12 +246,17 @@ msgid ""
"child of the \"root\" Viewport (from SceneTree), or to any child or "
"grandchild of it."
msgstr ""
"Kořenový uzel této scény (je jen jeden, pamatujete?) je přidán buď jako "
"potomek \"kořenového\" výřezu (ze SceneTree), nebo k jakémukoli jeho "
"potomkovi či vnukovi."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:122
msgid ""
"Every node of the newly added scene, will receive the \"enter_tree\" "
"notification ( _enter_tree() callback in GDScript) in top-to-bottom order."
msgstr ""
"Každý uzel nově přidané scény obdrží oznámení \"enter_tree\" (funkci "
"``_enter_tree()`` v jazyce GDScript) v pořadí shora dolů."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:125
msgid ""
@@ -200,16 +264,21 @@ msgid ""
"provided for convenience, when a node and all its children are inside the "
"active scene."
msgstr ""
"Pro usnadnění je k dispozici dodatečné oznámení \"ready\" (funkce "
"``_ready()`` v jazyce GDScript), když se uzel a všechny jeho děti nacházejí "
"uvnitř aktivní scény."
#: ../../docs/getting_started/step_by_step/scene_tree.rst:128
msgid ""
"When a scene (or part of it) is removed, they receive the \"exit scene\" "
"notification ( _exit_tree() callback in GDScript) in bottom-to-top order"
msgstr ""
"Když je scéna (nebo její část) odstraněna, obdrží oznámení \"exit scene"
"\" (funkce ``_exit_tree()`` v jazyce GDScript) v pořadí zdola nahoru"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:133
msgid "Changing current scene"
msgstr ""
msgstr "Změna aktuální scény"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:135
msgid ""
@@ -217,6 +286,9 @@ msgid ""
"another one. The simple way to do this is to use the :ref:`SceneTree."
"change_scene() <class_SceneTree_method_change_scene>` function:"
msgstr ""
"Po načtení scény je často žádoucí tuto scénu vyměnit za jinou. Jednoduchý "
"způsob, jak to provést, je použít funkci :ref:`SceneTree.change_scene() "
"<class_SceneTree_method_change_scene>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:153
msgid ""
@@ -224,6 +296,9 @@ msgid ""
"<class_PackedScene>` resources using the equivalent function :ref:`SceneTree."
"change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:"
msgstr ""
"Místo cest k souborům lze také použít hotové zdroje :ref:`PackedScene "
"<class_PackedScene>` pomocí ekvivalentní funkce :ref:`SceneTree."
"change_scene_to(PackedScene scene) <class_SceneTree_method_change_scene_to>`:"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:174
msgid ""
@@ -234,3 +309,9 @@ msgid ""
"(background) loading. This must be done manually using autoloads (see next "
"chapter) and :ref:`doc_background_loading`."
msgstr ""
"Jedná se o rychlé a užitečné způsoby přepínání scén, které však mají tu "
"nevýhodu, že hra zamrzne, dokud se nová scéna nenačte a nespustí. V určitém "
"okamžiku vývoje hry může být vhodnější vytvořit řádné načítací obrazovky s "
"ukazatelem průběhu, animovanými indikátory nebo načítáním v pararelním "
"vláknu (na pozadí). To je třeba provést ručně pomocí automatického načítání "
"(viz další kapitola) a :ref:`doc_background_loading`."

Some files were not shown because too many files have changed in this diff Show More