From 05bccb6477e92914e3be0f57dc3ed2efedbf4277 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 28 Sep 2020 16:17:30 +0200 Subject: [PATCH] Sync Sphinx and Weblate templates with current docs --- docs | 2 +- sphinx/templates/about/docs_changelog.pot | 4 +- sphinx/templates/about/faq.pot | 214 +- sphinx/templates/about/index.pot | 4 +- sphinx/templates/about/introduction.pot | 4 +- sphinx/templates/about/list_of_features.pot | 6 +- sphinx/templates/about/release_policy.pot | 12 +- sphinx/templates/about/troubleshooting.pot | 106 + sphinx/templates/community/channels.pot | 4 +- ...best_practices_for_engine_contributors.pot | 100 +- .../contributing/bisecting_regressions.pot | 4 +- .../contributing/bug_triage_guidelines.pot | 4 +- .../contributing/code_style_guidelines.pot | 4 +- .../contributing/docs_writing_guidelines.pot | 4 +- .../contributing/documentation_guidelines.pot | 4 +- .../editor_and_docs_localization.pot | 4 +- .../community/contributing/index.pot 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.../vr_starter_tutorial_part_one.pot | 4 +- .../vr_starter_tutorial_part_two.pot | 4 +- templates_list.txt | 2 + weblate/docs/docs.pot | 7311 +++++++++-------- 328 files changed, 8256 insertions(+), 6867 deletions(-) create mode 100644 sphinx/templates/about/troubleshooting.pot create mode 100644 sphinx/templates/tutorials/physics/collision_shapes_3d.pot diff --git a/docs b/docs index e337af304f..afd13da59d 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit e337af304f6b51344147d913c2702f457cfae4d6 +Subproject commit afd13da59d1dfe19105f88e82ef3fbe1544c83ec diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 0ba7ca6bea..0ec6c79bf6 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index fd12cfb757..c62fb7fcdb 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -239,214 +239,238 @@ msgid "If you know of a third-party SDK that is not supported by Godot but that msgstr "" #: ../../docs/about/faq.rst:187 -msgid "How should assets be created to handle multiple resolutions and aspect ratios?" +msgid "Why does Godot use Vulkan or OpenGL instead of Direct3D?" msgstr "" #: ../../docs/about/faq.rst:189 +msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available (nearly) on all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more." +msgstr "" + +#: ../../docs/about/faq.rst:195 +msgid "Since Godot only has a few people working on its renderer, we would prefer having fewer rendering backends to maintain. On top of that, using a single API on all platforms allows for greater consistency with fewer platform-specific issues." +msgstr "" + +#: ../../docs/about/faq.rst:200 +msgid "In the long term, we may develop a Direct3D 12 renderer for Godot (mainly for the Xbox's purposes), but Vulkan and OpenGL will remain the default rendering backends on all platforms, including Windows." +msgstr "" + +#: ../../docs/about/faq.rst:205 +msgid "How should assets be created to handle multiple resolutions and aspect ratios?" +msgstr "" + +#: ../../docs/about/faq.rst:207 msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs." msgstr "" -#: ../../docs/about/faq.rst:197 +#: ../../docs/about/faq.rst:215 msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov." msgstr "" -#: ../../docs/about/faq.rst:201 +#: ../../docs/about/faq.rst:219 msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading." msgstr "" -#: ../../docs/about/faq.rst:209 +#: ../../docs/about/faq.rst:227 msgid "Use the stretch options in Godot; 2D stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this." msgstr "" -#: ../../docs/about/faq.rst:213 +#: ../../docs/about/faq.rst:231 msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`." msgstr "" -#: ../../docs/about/faq.rst:218 +#: ../../docs/about/faq.rst:236 msgid "For user interfaces, use the :ref:`anchoring ` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers." msgstr "" -#: ../../docs/about/faq.rst:222 +#: ../../docs/about/faq.rst:240 msgid "And that's it! Your game should work in multiple resolutions." msgstr "" -#: ../../docs/about/faq.rst:224 +#: ../../docs/about/faq.rst:242 msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play." msgstr "" -#: ../../docs/about/faq.rst:230 +#: ../../docs/about/faq.rst:248 msgid "How can I extend Godot?" msgstr "" -#: ../../docs/about/faq.rst:232 +#: ../../docs/about/faq.rst:250 msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins ` and tool scripts." msgstr "" -#: ../../docs/about/faq.rst:236 +#: ../../docs/about/faq.rst:254 msgid "Also, see the official blog posts on these topics:" msgstr "" -#: ../../docs/about/faq.rst:238 +#: ../../docs/about/faq.rst:256 msgid "`A look at the GDNative architecture `_" msgstr "" -#: ../../docs/about/faq.rst:239 +#: ../../docs/about/faq.rst:257 msgid "`GDNative is here! `_" msgstr "" -#: ../../docs/about/faq.rst:241 +#: ../../docs/about/faq.rst:259 msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support `_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot." msgstr "" -#: ../../docs/about/faq.rst:247 -msgid "I would like to contribute! How can I get started?" +#: ../../docs/about/faq.rst:265 +msgid "When is the next release of Godot out?" msgstr "" -#: ../../docs/about/faq.rst:249 -msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you." -msgstr "" - -#: ../../docs/about/faq.rst:252 -msgid "The first place to get started is in the `issues `_. Find an issue that resonates with you, then proceed to the `How to Contribute `_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes." -msgstr "" - -#: ../../docs/about/faq.rst:257 -msgid "I have a great idea for Godot. How can I share it?" -msgstr "" - -#: ../../docs/about/faq.rst:259 -msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap `_, `squashing bugs and addressing issues `_, and conversations between Godot community members." -msgstr "" - -#: ../../docs/about/faq.rst:268 -msgid "Most developers in the Godot community will be more interested to learn about things like:" +#: ../../docs/about/faq.rst:267 +msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information." msgstr "" #: ../../docs/about/faq.rst:271 -msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)." +msgid "I would like to contribute! How can I get started?" msgstr "" #: ../../docs/about/faq.rst:273 -msgid "The features you would like to see implemented because you need them for your project." -msgstr "" - -#: ../../docs/about/faq.rst:275 -msgid "The concepts that were difficult to understand while learning the software." +msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you." msgstr "" #: ../../docs/about/faq.rst:276 -msgid "The parts of your workflow you would like to see optimized." +msgid "The first place to get started is in the `issues `_. Find an issue that resonates with you, then proceed to the `How to Contribute `_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes." msgstr "" -#: ../../docs/about/faq.rst:277 -msgid "Parts where you missed clear tutorials or where the documentation wasn't clear." -msgstr "" - -#: ../../docs/about/faq.rst:279 -msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on." +#: ../../docs/about/faq.rst:281 +msgid "I have a great idea for Godot. How can I share it?" msgstr "" #: ../../docs/about/faq.rst:283 -msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole." +msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great, and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap `_, `squashing bugs and addressing issues `_, and conversations between Godot community members." msgstr "" -#: ../../docs/about/faq.rst:289 -msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." -msgstr "" - -#: ../../docs/about/faq.rst:293 -msgid "Is it possible to use Godot as a library?" +#: ../../docs/about/faq.rst:292 +msgid "Most developers in the Godot community will be more interested to learn about things like:" msgstr "" #: ../../docs/about/faq.rst:295 -msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users." +msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)." +msgstr "" + +#: ../../docs/about/faq.rst:297 +msgid "The features you would like to see implemented because you need them for your project." +msgstr "" + +#: ../../docs/about/faq.rst:299 +msgid "The concepts that were difficult to understand while learning the software." msgstr "" #: ../../docs/about/faq.rst:300 -msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions." +msgid "The parts of your workflow you would like to see optimized." msgstr "" -#: ../../docs/about/faq.rst:306 -msgid "Why does Godot not use STL (Standard Template Library)" +#: ../../docs/about/faq.rst:301 +msgid "Parts where you missed clear tutorials or where the documentation wasn't clear." msgstr "" -#: ../../docs/about/faq.rst:308 -msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." +#: ../../docs/about/faq.rst:303 +msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on." msgstr "" -#: ../../docs/about/faq.rst:312 -msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." +#: ../../docs/about/faq.rst:307 +msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole." msgstr "" #: ../../docs/about/faq.rst:313 -msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." +msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)." msgstr "" -#: ../../docs/about/faq.rst:314 -msgid "Our containers have memory tracking built-in, which helps better track memory usage." -msgstr "" - -#: ../../docs/about/faq.rst:315 -msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." -msgstr "" - -#: ../../docs/about/faq.rst:316 -msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." +#: ../../docs/about/faq.rst:317 +msgid "Is it possible to use Godot as a library?" msgstr "" #: ../../docs/about/faq.rst:319 -msgid "Why does Godot not use exceptions?" +msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users." msgstr "" -#: ../../docs/about/faq.rst:321 -msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." -msgstr "" - -#: ../../docs/about/faq.rst:326 -msgid "Additionally, exceptions significantly increase binary size for the executable." +#: ../../docs/about/faq.rst:324 +msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions." msgstr "" #: ../../docs/about/faq.rst:330 -msgid "Why does Godot not enforce RTTI?" +msgid "Why does Godot not use STL (Standard Template Library)" msgstr "" #: ../../docs/about/faq.rst:332 -msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." +msgid "Like many other libraries (Qt as an example), Godot does not make use of STL. We believe STL is a great general purpose library, but we had special requirements for Godot." +msgstr "" + +#: ../../docs/about/faq.rst:336 +msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead." msgstr "" #: ../../docs/about/faq.rst:337 -msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" +msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types." +msgstr "" + +#: ../../docs/about/faq.rst:338 +msgid "Our containers have memory tracking built-in, which helps better track memory usage." msgstr "" #: ../../docs/about/faq.rst:339 -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 need to be forced to use DoD practices." +msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory." +msgstr "" + +#: ../../docs/about/faq.rst:340 +msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support." msgstr "" #: ../../docs/about/faq.rst:343 -msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." +msgid "Why does Godot not use exceptions?" +msgstr "" + +#: ../../docs/about/faq.rst:345 +msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going." msgstr "" #: ../../docs/about/faq.rst:350 -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." +msgid "Additionally, exceptions significantly increase binary size for the executable." msgstr "" -#: ../../docs/about/faq.rst:353 -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 performance parts and GDScript (or C#) for the rest of the game." +#: ../../docs/about/faq.rst:354 +msgid "Why does Godot not enforce RTTI?" msgstr "" -#: ../../docs/about/faq.rst:358 -msgid "How can I support Godot development or contribute?" +#: ../../docs/about/faq.rst:356 +msgid "Godot provides its own type-casting system, which can optionally use RTTI internally. Disabling RTTI in Godot means considerably smaller binary sizes can be achieved, at a little performance cost." msgstr "" -#: ../../docs/about/faq.rst:360 -msgid "See :ref:`doc_ways_to_contribute`." +#: ../../docs/about/faq.rst:361 +msgid "Why does Godot not force users to implement DoD (Data oriented Design)?" msgstr "" #: ../../docs/about/faq.rst:363 +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 need to be forced to use DoD practices." +msgstr "" + +#: ../../docs/about/faq.rst:367 +msgid "DoD is mostly a cache coherency optimization that can only gain you significant performance improvements when dealing with dozens of thousands of objects (which are processed every frame with little modification). As in, if you are moving a few hundred sprites or enemies per frame, DoD won't help you, and you should consider a different approach to optimization." +msgstr "" + +#: ../../docs/about/faq.rst:374 +msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do." +msgstr "" + +#: ../../docs/about/faq.rst:377 +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 performance parts and GDScript (or C#) for the rest of the game." +msgstr "" + +#: ../../docs/about/faq.rst:382 +msgid "How can I support Godot development or contribute?" +msgstr "" + +#: ../../docs/about/faq.rst:384 +msgid "See :ref:`doc_ways_to_contribute`." +msgstr "" + +#: ../../docs/about/faq.rst:387 msgid "Who is working on Godot? How can I contact you?" msgstr "" -#: ../../docs/about/faq.rst:365 +#: ../../docs/about/faq.rst:389 msgid "See the corresponding page on the `Godot website `_." msgstr "" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 2e7ccc878f..48004fbf51 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 74305744b3..af6be9487a 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index 4fc277ed2c..8db90e98ca 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -893,7 +893,7 @@ msgid "When captured, raw input will be used on Windows and Linux to sidestep th msgstr "" #: ../../docs/about/list_of_features.rst:401 -msgid "Gamepad input (up to 8 simulatenous controllers)." +msgid "Gamepad input (up to 8 simultaneous controllers)." msgstr "" #: ../../docs/about/list_of_features.rst:402 diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index 60b87f3b9f..26fa6754ef 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -148,19 +148,19 @@ msgstr "" msgid "Pre-release Godot versions aren't intended to be used in production and are provided on a best-effort basis." msgstr "" -#: ../../docs/about/release_policy.rst:69 +#: ../../docs/about/release_policy.rst:71 msgid "When is the next release out?" msgstr "" -#: ../../docs/about/release_policy.rst:71 +#: ../../docs/about/release_policy.rst:73 msgid "While Godot contributors aren't working under any deadlines, there's usually a major or minor Godot release made available every year. Following this trend, this means Godot 4.0 will most likely be released in **2021**." msgstr "" -#: ../../docs/about/release_policy.rst:75 +#: ../../docs/about/release_policy.rst:77 msgid "Patch releases are made available more frequently, typically every 2-6 months while a release is fully supported. Partially supported releases will only have new patch releases once an important security or platform support fix has been merged." msgstr "" -#: ../../docs/about/release_policy.rst:82 +#: ../../docs/about/release_policy.rst:84 msgid "The `roadmap `__ repository documents features that have been agreed upon and may be implemented in future Godot releases." msgstr "" diff --git a/sphinx/templates/about/troubleshooting.pot b/sphinx/templates/about/troubleshooting.pot new file mode 100644 index 0000000000..59a0471c38 --- /dev/null +++ b/sphinx/templates/about/troubleshooting.pot @@ -0,0 +1,106 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 3.2\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/about/troubleshooting.rst:4 +msgid "Troubleshooting" +msgstr "" + +#: ../../docs/about/troubleshooting.rst:6 +msgid "This page lists common issues encountered when using Godot and possible solutions." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:9 +msgid "Everything I do in the editor or project manager appears delayed by one frame." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:11 +msgid "This is a `known bug `__ on Intel graphics drivers on Windows. Updating to the latest graphics driver version *provided by Intel* should fix the issue." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:15 +msgid "You should use the graphics driver provided by Intel rather than the one provided by your desktop or laptop's manufacturer because their version is often outdated." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:20 +msgid "The grid disappears and meshes turn black when I rotate the 3D camera in the editor." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:22 +msgid "This is a `known bug `__ on Intel graphics drivers on Windows." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:25 +msgid "The only workaround, for now, is to switch to the GLES2 renderer. You can switch the renderer in the top-right corner of the editor or the Project Settings." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:28 +msgid "If you use a computer allowing you to switch your graphics card, like NVIDIA Optimus, you can use the dedicated graphics card to run Godot." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:32 +msgid "The editor or project takes a very long time to start." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:34 +msgid "This is a `known bug `__ on Windows when you have specific USB peripherals connected. In particular, Corsair's iCUE software seems to cause the bug. Try updating your USB peripherals' drivers to their latest version. If the bug persists, you need to disconnect the faulty peripherals before opening the editor. You can then connect the peripheral again." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:42 +msgid "The Godot editor appears frozen after clicking the system console." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:44 +msgid "When running Godot on Windows with the system console enabled, you can accidentally enable *selection mode* by clicking inside the command window. This Windows-specific behavior pauses the application to let you select text inside the system console. Godot cannot override this system-specific behavior." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:49 +msgid "To solve this, select the system console window and press Enter to leave selection mode." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:53 +msgid "The project window appears blurry, unlike the editor." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:55 +msgid "Unlike the editor, the project isn't marked as DPI-aware by default. This is done to improve performance, especially on integrated graphics, where rendering 3D scenes in hiDPI is slow." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:59 +msgid "To resolve this, open **Project > Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to support :ref:`multiple resolutions `." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:64 +msgid "The project window doesn't appear centered when I run the project." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:66 +msgid "This is a `known bug `__. To resolve this, open **Project > Project Settings** and enable **Display > Window > Dpi > Allow Hidpi**. On top of that, make sure your project is configured to support :ref:`multiple resolutions `." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:72 +msgid "The project works when run from the editor, but fails to load some files when running from an exported copy." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:74 +msgid "This is usually caused by forgetting to specify a filter for non-resource files in the Export dialog. By default, Godot will only include actual *resources* into the PCK file. Some files commonly used, such as JSON files, are not considered resources. For example, if you load ``test.json`` in the exported project, you need to specify ``*.json`` in the non-resource export filter. See :ref:`doc_exporting_projects_export_mode` for more information." +msgstr "" + +#: ../../docs/about/troubleshooting.rst:81 +msgid "On Windows, this can also be due to :ref:`case sensitivity ` issues. If you reference a resource in your script with a different case than on the filesystem, loading will fail once you export the project. This is because the virtual PCK filesystem is case-sensitive, while Windows's filesystem is case-insensitive by default." +msgstr "" + diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 6e39ec8fc3..bcf9486df8 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot index 7db413e3ae..3357fe063d 100644 --- a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,186 +61,186 @@ msgid "These are usually called *Solutions in search of a problem*. In an ideal msgstr "" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:50 -msgid "#2: The problem has to exist" +msgid "#2: To solve the problem, it has to exist in the first place" msgstr "" #: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:52 -msgid "This is a variation of the previous practice. I believe most developers agree that adding anything unnecessary is not a good idea, but what constitutes what is necessary and what isn't?" +msgid "This is a variation of the previous practice. Adding anything unnecessary is not a good idea, but what constitutes what is necessary and what isn't?" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:58 -msgid "The answer to this question is that the problem needs to *exist*. It must not be speculation or a belief. The user must be using the software as intended to create something they *need*. In this process, the user may stumble into a problem that requires a solution in order to continue, or in order to achieve greater productivity. In this case, *a solution is needed*." +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:57 +msgid "The answer to this question is that the problem needs to *exist* before it can be actually solved. It must not be speculation or a belief. The user must be using the software as intended to create something they *need*. In this process, the user may stumble into a problem that requires a solution to proceed, or in order to achieve greater productivity. In this case, *a solution is needed*." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:64 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:63 msgid "Believing that problems may arise in the future and that the software needs to be ready to solve them by the time they appear is called *\"Future proofing\"* and its characterized by lines of thought such as:" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:68 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:67 msgid "I think it would be useful for users to..." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:69 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:68 msgid "I think users will eventually need to..." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:71 -msgid "This is generally considered a bad habit, because trying to solve problems that *don't actually exist* in the present will very often lead to code that will be written but never used, or to code that is considerably more complex to use and maintain than it needs to be." +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:70 +msgid "This is generally considered a bad habit because trying to solve problems that *don't actually exist* in the present will often lead to code that will be written but never used, or that is considerably more complex to use and maintain than it needs to be." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:77 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:76 msgid "#3: The problem has to be complex or frequent" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:79 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:78 msgid "Software is designed to solve problems, but we can't expect it to solve *every problem that exists under the sun*. As a game engine, Godot will solve problems for you, so it helps you to make games better and faster, but it won't make the *entire game* for you. A line must be drawn somewhere." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:86 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:85 msgid "Whether a problem is worth solving is determined by the difficulty the user has to work around it. This difficulty can be expressed as:" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:89 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:88 msgid "The complexity of the problem" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:90 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:89 msgid "The frequency the problem" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:92 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:91 msgid "If the problem is *too complex* for most users to solve, the software must offer a ready-made solution for it. Likewise, if the problem is easy for the user to workaround, offering such a solution is unnecessary and it's up to the user to do it." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:97 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:96 msgid "The exception, however, is when the user stumbles into this problem *frequently enough* that having to do the simple solution every time becomes an annoyance. In this case, the software must offer a solution to simplify this use case." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:101 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:100 msgid "In our experience, in most cases it's usually obvious to tell when a problem is complex or frequent, but cases may arise where drawing this line is difficult. This is why discussing with other developers (next point) is always advised." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:106 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:105 msgid "#4: The solution must be discussed with others" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:108 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:107 msgid "It is often the case that, when users stumble upon problems, they are only immersed in their own project, so they will naturally try to solve the problem from their own perspective, thinking only about their use case." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:112 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:111 msgid "Because of this, user proposed solutions don't always contemplate other use cases that developers are often aware of, so they are often biased towards their own requirements." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:118 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:117 msgid "For developers, the perspective is different. They may find the user's problem too unique to justify a solution (instead of a user workaround), or maybe they will suggest a partial (usually simpler or lower level) solution that applies to a wider range of known problems, and leave the rest of the solution up to the user." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:124 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:123 msgid "In any case, before attempting a contribution, it is important to discuss the actual problems with the other developers or contributors, so a better agreement on implementation can be reached." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:128 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:127 msgid "The only exception, in this case, is when an area of code has a clear owner (agreed by the other contributors), who talks to users directly and has the most knowledge to implement a solution directly." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:132 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:131 msgid "Also, Godot's philosophy is to favor ease of use and maintenance over absolute performance. Performance optimizations will be considered, but they may not be accepted if they make something too difficult to use or if they add too much complexity to the codebase." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:138 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:137 msgid "#5: To each problem, its own solution" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:140 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:139 msgid "For programmers, it is always a most enjoyable challenge to find the most optimal solutions to problems. Things, however, may go overboard sometimes and programmers will try to come up with solutions that solve as many problems as possible." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:145 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:144 msgid "The situation will often take a turn for the worse when, in order to make this solution appear even more fantastic and flexible, the pure speculation-based problems (as described in #2) also make their appearance on stage." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:151 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:150 msgid "The main problem is that, in reality, it rarely works this way. Most of the time, just writing an individual solution to each problem results in code that is simpler and more maintainable." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:155 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:154 msgid "Additionally, solutions that target individual problems are better for the users, as they find something that does exactly what they need, without having to learn and remember a more complex system they will only need for simple tasks." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:160 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:159 msgid "Big and flexible solutions also have an additional drawback which is that, over time, they are rarely flexible enough for all users, which keep requesting more functions added (and making the API and codebase more and more complex)." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:165 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:164 msgid "#6: Cater to common use cases, leave the door open for the rare ones" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:167 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:166 msgid "This is a continuation of the previous point, which further explains why this way of thinking and designing software is preferred." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:170 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:169 msgid "As mentioned before (in point #2), it is very difficult for us (as human beings who design software) to actually understand all future user needs. Trying to write very flexible structures that cater to many use cases at once is often a mistake." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:175 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:174 msgid "We may come up with something we believe is brilliant, but when it's actually used, we will find that users will never even use half of it, or that they will require features that don't quite accommodate our original design, forcing us to either throw it away or make it even more complex." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:180 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:179 msgid "The question is then, how to design software that gives users what *we know they need*, but that is flexible enough to allow them to do *what we don't know they might need* in the future?" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:186 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:185 msgid "The answer to this question is that, to ensure users still can do what they want to do, we need to give them access to a *low level API* that they can use to achieve what they want, even if it's more work for them because it means reimplementing some logic that already exists." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:191 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:190 msgid "In real-life scenarios, these use cases will be at most rare and uncommon anyway, so it makes sense a custom solution needs to be written. This is why it's important to still provide users the basic building blocks to do it." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:196 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:195 msgid "#7: Solutions must be local" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:198 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:197 msgid "When looking for a solution to a problem, be it implementing a new feature or fixing a bug, sometimes the easiest path is to add data or a new function in the core layers of code." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:202 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:201 msgid "The main problem here is, adding something to the core layers that will only be used from a single location far away will not only make the code more difficult to follow (split in two), but also make the core API larger, more complex, more difficult to understand in general." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:207 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:206 msgid "This is bad, because readability and cleanness of core APIs is always of extreme importance given how much code relies on it, and because it's key for new contributors as a starting point to learning the codebase." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:215 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:214 msgid "The common reasoning for wanting to do this is that it's usually less code to simply add a hack in the core layers." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:218 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:217 msgid "Despite this, this practice is not advised. Generally, the code for a solution should be closer to where the problem originates, even if it involves more code, duplicated, more complex or is less efficient. More creativity might be needed, but this path is always the advised one." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:224 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:223 msgid "#8: Don't use complex canned solutions for simple problems" msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:226 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:225 msgid "Not every problem has a simple solution and, many times, the right choice is to use a third party library to solve the problem." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:229 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:228 msgid "As Godot requires to be shipped in a large amount of platforms, we just can't link libraries dynamically. Instead, we bundle them in our source tree." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:234 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:233 msgid "As a result, we are very picky with what goes in, and we tend to prefer smaller libraries (in fact, single header ones are our favorite). Only in cases where there is no other choice we end up bundling something larger." msgstr "" -#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:238 +#: ../../docs/community/contributing/best_practices_for_engine_contributors.rst:237 msgid "Also, libraries must use a permissive enough license to be included into Godot. Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0. In particular, we cannot accept libraries licensed under the GPL or LGPL since these licenses effectively disallow static linking in proprietary software (which Godot is distributed as in most exported projects). This requirement also applies to the editor, since we may want to run it on iOS in the long term. Since iOS doesn't support dynamic linking, static linking the only option on that platform." msgstr "" diff --git a/sphinx/templates/community/contributing/bisecting_regressions.pot b/sphinx/templates/community/contributing/bisecting_regressions.pot index 6e210de85e..7475e4b85a 100644 --- a/sphinx/templates/community/contributing/bisecting_regressions.pot +++ b/sphinx/templates/community/contributing/bisecting_regressions.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index b38129e98c..d73b1aca95 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 5642e111ae..402d1327cb 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 7e8ae22f74..8ed4df289f 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 208c2866d1..e416348152 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/editor_and_docs_localization.pot b/sphinx/templates/community/contributing/editor_and_docs_localization.pot index 6e0b0d7cb5..089791cb0c 100644 --- a/sphinx/templates/community/contributing/editor_and_docs_localization.pot +++ b/sphinx/templates/community/contributing/editor_and_docs_localization.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 58ed5d0309..94825e12de 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 832261b3fa..5cf591c63e 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index fb28942dd1..43b3b6cb56 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -485,7 +485,7 @@ msgid "To denote important information, add a paragraph starting with \"[b]Note: msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:290 -msgid "To denote crucial information that could cause security issues or loss of data if not followed carefully, add a paragraph starting with \"[b]Warning:[/b] at the end of the description:" +msgid "To denote crucial information that could cause security issues or loss of data if not followed carefully, add a paragraph starting with \"[b]Warning:[/b]\" at the end of the description:" msgstr "" #: ../../docs/community/contributing/updating_the_class_reference.rst:298 diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 979e0657ba..544f340d99 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index ed16a79069..731d680e69 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 2204d67fd3..c84a2b79ce 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 652c5865aa..18f1a3739e 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index c75ac136dd..843cce1110 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index e790a521d2..35ad82c456 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 5278446360..2c0a25a16e 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,34 +61,34 @@ msgid "Open a terminal and navigate to the root directory of the engine source c msgstr "" #: ../../docs/development/compiling/compiling_for_web.rst:41 -msgid "By default, the :ref:`JavaScript singleton ` will be built into the engine. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::" +msgid "By default, the :ref:`JavaScript singleton ` will be built into the engine. Official export templates also have the JavaScript singleton enabled. Since ``eval()`` calls can be a security concern, the ``javascript_eval`` option can be used to build without the singleton::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:48 +#: ../../docs/development/compiling/compiling_for_web.rst:49 msgid "The engine will now be compiled to WebAssembly by Emscripten. Once finished, the resulting file will be placed in the ``bin`` subdirectory. Its name is ``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip`` for debug." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:53 +#: ../../docs/development/compiling/compiling_for_web.rst:54 msgid "Finally, rename the zip archive to ``webassembly_release.zip`` for the release template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:58 +#: ../../docs/development/compiling/compiling_for_web.rst:59 msgid "And ``webassembly_debug.zip`` for the debug template::" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:63 +#: ../../docs/development/compiling/compiling_for_web.rst:64 msgid "Building per asm.js translation or LLVM backend" msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:65 +#: ../../docs/development/compiling/compiling_for_web.rst:66 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." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:71 +#: ../../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." msgstr "" -#: ../../docs/development/compiling/compiling_for_web.rst:75 +#: ../../docs/development/compiling/compiling_for_web.rst:76 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." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 6fb4533f94..b60dd09b12 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index c52f613dbb..b35bb58fae 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,118 +113,126 @@ msgid "**openSUSE**" msgstr "" #: ../../docs/development/compiling/compiling_for_x11.rst:82 +msgid "**NetBSD**" +msgstr "" + +#: ../../docs/development/compiling/compiling_for_x11.rst:86 +msgid "For audio support, you can optionally install ``pulseaudio``." +msgstr "" + +#: ../../docs/development/compiling/compiling_for_x11.rst:88 msgid "**Solus**" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:89 +#: ../../docs/development/compiling/compiling_for_x11.rst:95 msgid "Compiling" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:91 +#: ../../docs/development/compiling/compiling_for_x11.rst:97 msgid "Start a terminal, go to the root dir of the engine source code and type:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:97 +#: ../../docs/development/compiling/compiling_for_x11.rst:103 msgid "A good rule of thumb for the ``-j`` (*jobs*) flag, is to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:101 +#: ../../docs/development/compiling/compiling_for_x11.rst:107 msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:108 +#: ../../docs/development/compiling/compiling_for_x11.rst:114 msgid "If you wish to compile using Clang rather than GCC, use this command:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:114 +#: ../../docs/development/compiling/compiling_for_x11.rst:120 msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:117 +#: ../../docs/development/compiling/compiling_for_x11.rst:123 msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:121 +#: ../../docs/development/compiling/compiling_for_x11.rst:127 msgid "If you are compiling Godot with GCC, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:126 +#: ../../docs/development/compiling/compiling_for_x11.rst:132 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_x11.rst:132 +#: ../../docs/development/compiling/compiling_for_x11.rst:138 msgid "Compiling a headless/server build" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:134 +#: ../../docs/development/compiling/compiling_for_x11.rst:140 msgid "To compile a *headless* build which provides editor functionality to export projects in an automated manner, use::" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:139 +#: ../../docs/development/compiling/compiling_for_x11.rst:145 msgid "To compile a *server* build which is optimized to run dedicated game servers, use::" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:145 +#: ../../docs/development/compiling/compiling_for_x11.rst:151 msgid "Building export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:147 +#: ../../docs/development/compiling/compiling_for_x11.rst:153 msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:155 +#: ../../docs/development/compiling/compiling_for_x11.rst:161 msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:158 +#: ../../docs/development/compiling/compiling_for_x11.rst:164 msgid "(32 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:165 +#: ../../docs/development/compiling/compiling_for_x11.rst:171 msgid "(64 bits)" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:172 +#: ../../docs/development/compiling/compiling_for_x11.rst:178 msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:175 +#: ../../docs/development/compiling/compiling_for_x11.rst:181 msgid "To create standard export templates, the resulting files must be copied to:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:181 +#: ../../docs/development/compiling/compiling_for_x11.rst:187 msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:190 +#: ../../docs/development/compiling/compiling_for_x11.rst:196 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:196 +#: ../../docs/development/compiling/compiling_for_x11.rst:202 msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:201 +#: ../../docs/development/compiling/compiling_for_x11.rst:207 msgid "Using Clang and LLD for faster development" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:203 +#: ../../docs/development/compiling/compiling_for_x11.rst:209 msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:206 +#: ../../docs/development/compiling/compiling_for_x11.rst:212 msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:208 +#: ../../docs/development/compiling/compiling_for_x11.rst:214 msgid "Clang tends to give more useful error messages compared to GCC." msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:210 +#: ../../docs/development/compiling/compiling_for_x11.rst:216 msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::" msgstr "" -#: ../../docs/development/compiling/compiling_for_x11.rst:215 +#: ../../docs/development/compiling/compiling_for_x11.rst:221 msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index 226d6330b8..7e74b67f6f 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index fc931b3475..e561492d3d 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index d78adf72e7..fbccfc47a0 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index b54c646f55..1a0fd31ee3 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index cd5f341bf3..cb6d7ea444 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index db3365a3d2..8e85bd3329 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index e9c20c2c03..0ec35423fa 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -112,19 +112,3 @@ msgstr "" msgid "If you build from source, remember to strip debug symbols from binaries:" msgstr "" -#: ../../docs/development/compiling/optimizing_for_size.rst:156 -msgid "Using UPX to compress binaries" -msgstr "" - -#: ../../docs/development/compiling/optimizing_for_size.rst:158 -msgid "If you are targeting desktop platforms, the `UPX `_ compressor can be used. This can reduce binary size considerably." -msgstr "" - -#: ../../docs/development/compiling/optimizing_for_size.rst:164 -msgid "You cannot use embedded PCK files with UPX compression." -msgstr "" - -#: ../../docs/development/compiling/optimizing_for_size.rst:166 -msgid "However, keep in mind that some antivirus programs may detect UPX-packed binaries as a virus. Therefore, if you are releasing a commercial game, make sure to sign your binaries or use a platform that will distribute them." -msgstr "" - diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 65d5ac7185..8e2a933d68 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot index d1cd894f57..571f1e3455 100644 --- a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot +++ b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot index c6e271d299..76511f79a0 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot index 727edec651..d2caf0fdf7 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot index 4a1a47a75d..4f79e101b1 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/index.pot b/sphinx/templates/development/cpp/configuring_an_ide/index.pot index 10f3aed49d..36f845771d 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/index.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot index b5dfa3df79..61eaf4ae7f 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot index 239d0548ed..df87c471c6 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "Under **Location** select the Godot root folder." msgstr "" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:23 -msgid "Next, you can choose which folders and files will be visible to the project. While C/C++ files are added automatically, other extensions can be potentially useful: ``*.py`` for buildsystem files, ``*.java`` for Android platform development, ``*.mm`` for macOS platform development." +msgid "Next, you can choose which folders and files will be visible to the project. While C/C++ files are added automatically, other extensions can be potentially useful: ``*.glsl`` for shader files, ``*.py`` for buildsystem files, ``*.java`` for Android platform development, ``*.mm`` for macOS platform development." msgstr "" #: ../../docs/development/cpp/configuring_an_ide/qt_creator.rst:32 diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot index 2795e7de7d..be2347c63d 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot index 7824a7f99f..4be25d3c72 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot index 662ec3a426..2e11260a7c 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index e3c6870d0c..2380cff3b6 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "Definitions" msgstr "" #: ../../docs/development/cpp/core_types.rst:15 -msgid "Godot uses the standard C98 datatypes, such as ``uint8_t``, ``uint32_t``, ``int64_t``, etc. which are nowadays supported by every compiler. Reinventing the wheel for those is not fun, as it makes code more difficult to read." +msgid "Godot uses the standard C99 datatypes, such as ``uint8_t``, ``uint32_t``, ``int64_t``, etc. which are nowadays supported by every compiler. Reinventing the wheel for those is not fun, as it makes code more difficult to read." msgstr "" #: ../../docs/development/cpp/core_types.rst:20 diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 4c3f5dfd48..2ead32a2c0 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index 7bae96c872..ecc022bef7 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 22e1e81ecc..822e12573a 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 954b14b4a9..d36c100906 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index fbac250901..07babc3222 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 412307635d..f2cb5a18d0 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 728db2566e..834b76688d 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 0fafb436d9..fd447fcbd0 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index fa8179e8f3..40e104f609 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index e1a109dc1e..dc8292eee0 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/editor_style_guide.pot b/sphinx/templates/development/editor/editor_style_guide.pot index 9bafd2b911..24f9c25d06 100644 --- a/sphinx/templates/development/editor/editor_style_guide.pot +++ b/sphinx/templates/development/editor/editor_style_guide.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 7ee24bf28c..a96d5324ca 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/gdscript_grammar.pot b/sphinx/templates/development/file_formats/gdscript_grammar.pot index 4ad466e3e0..6a38ea2e91 100644 --- a/sphinx/templates/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/development/file_formats/gdscript_grammar.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 6a76ce5c6d..df81a056f0 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index cd326e0588..afee30071c 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index a3995bca5e..4f8021a34c 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -541,7 +541,7 @@ msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." msgstr "" #: ../../docs/getting_started/editor/command_line_tutorial.rst:293 -msgid "Here is a simple example of how it works:" +msgid "Here is a simple ``sayhello.gd`` example of how it works:" msgstr "" #: ../../docs/getting_started/editor/command_line_tutorial.rst:304 @@ -552,3 +552,11 @@ msgstr "" msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)." msgstr "" +#: ../../docs/getting_started/editor/command_line_tutorial.rst:314 +msgid "The first line of ``sayhello.gd`` above is commonly referred to as a *shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows you to run the script as follows in modern Linux distributions, as well as macOS:" +msgstr "" + +#: ../../docs/getting_started/editor/command_line_tutorial.rst:326 +msgid "If the above doesn't work in your current version of Linux or macOS, you can always have the shebang run Godot straight from where it is located as follows:" +msgstr "" + diff --git a/sphinx/templates/getting_started/editor/default_key_mapping.pot b/sphinx/templates/getting_started/editor/default_key_mapping.pot index 19e48303f4..ba4355e6b5 100644 --- a/sphinx/templates/getting_started/editor/default_key_mapping.pot +++ b/sphinx/templates/getting_started/editor/default_key_mapping.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index cb68b924d4..9e289e4525 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 72c2e8a2e1..ce0967842d 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index aa70b23297..312bab0aab 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 9446b046ba..7af0a23527 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index 8b15eb856a..50b3e930e6 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index 2537fc0d86..88273e995d 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 51e6715392..18f4e1b5f0 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 4b163f1a1e..ee0d3398f6 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/creating_script_templates.pot b/sphinx/templates/getting_started/scripting/creating_script_templates.pot index 4c24156730..c8b9e4afa8 100644 --- a/sphinx/templates/getting_started/scripting/creating_script_templates.pot +++ b/sphinx/templates/getting_started/scripting/creating_script_templates.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index fd0aa16330..c3488eff78 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,7 +105,7 @@ msgid "Calling C# methods from GDScript" msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:158 -msgid "Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast your the arguments to match function signatures. If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```." +msgid "Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast the arguments to match function signatures. If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:174 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 9e716d6e98..097dda9282 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index a634855d9a..8a702c921b 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -103,7 +103,7 @@ msgid "else" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:149 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:842 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:848 msgid "for" msgstr "" @@ -112,7 +112,7 @@ msgid "See for_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:151 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:831 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:837 msgid "while" msgstr "" @@ -121,7 +121,7 @@ msgid "See while_." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:153 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:877 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:883 msgid "match" msgstr "" @@ -166,1472 +166,1484 @@ msgid "class" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:163 -msgid "Defines a class." +msgid "Defines an inner class." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:165 +msgid "class_name" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:165 +msgid "Defines a class name and optional icon for your script." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:167 msgid "extends" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:165 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:167 msgid "Defines what class to extend with the current class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:167 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:169 msgid "is" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:167 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:169 msgid "Tests whether a variable extends a given class, or is of a given built-in type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:169 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 msgid "as" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:169 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 msgid "Cast the value to a given type if possible." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:173 msgid "self" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:171 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:173 msgid "Refers to current class instance." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:173 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:175 msgid "tool" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:173 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:175 msgid "Executes the script in the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:175 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:177 msgid "signal" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:175 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:177 msgid "Defines a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:177 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:179 msgid "func" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:177 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:179 msgid "Defines a function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:179 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:181 msgid "static" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:179 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:181 msgid "Defines a static function. Static member variables are not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:181 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:183 msgid "const" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:181 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:183 msgid "Defines a constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:183 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:185 msgid "enum" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:183 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:185 msgid "Defines an enum." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:185 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:187 msgid "var" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:185 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:187 msgid "Defines a variable." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:187 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:189 msgid "onready" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:187 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:189 msgid "Initializes a variable once the Node the script is attached to and its children are part of the scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:189 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:191 msgid "export" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:189 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:191 msgid "Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:191 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:193 msgid "setget" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:191 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:193 msgid "Defines setter and getter functions for a variable." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:193 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:195 msgid "breakpoint" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:193 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:195 msgid "Editor helper for debugger breakpoints." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:195 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 msgid "preload" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:195 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 msgid "Preloads a class or variable. See `Classes as resources`_." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:197 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 msgid "Coroutine support. See `Coroutines with yield`_." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 msgid "assert" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:199 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 msgid "Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:203 msgid "remote" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:201 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:203 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:205 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:207 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:209 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:211 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:213 msgid "Networking RPC annotation. See :ref:`high-level multiplayer docs `." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:203 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:205 msgid "master" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:205 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:207 msgid "puppet" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:207 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:209 msgid "remotesync" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:209 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:211 msgid "mastersync" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:211 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:213 msgid "puppetsync" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:213 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:215 msgid "PI" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:213 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:215 msgid "PI constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:215 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:217 msgid "TAU" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:215 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:217 msgid "TAU constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:217 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:219 msgid "INF" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:217 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:219 msgid "Infinity constant. Used for comparisons." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:219 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:221 msgid "NAN" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:219 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:221 msgid "NAN (not a number) constant. Used for comparisons." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:223 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:225 msgid "Operators" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:225 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:227 msgid "The following is the list of supported operators and their precedence." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:228 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:230 msgid "**Operator**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:228 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:230 msgid "**Description**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:230 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:232 msgid "``x[index]``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:230 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:232 msgid "Subscription (highest priority)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:232 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:234 msgid "``x.attribute``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:232 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:234 msgid "Attribute reference" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:234 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:236 msgid "``foo()``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:234 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:236 msgid "Function call" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:236 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:238 msgid "``is``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:236 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:238 msgid "Instance type checker" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:238 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:240 msgid "``~``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:238 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:240 msgid "Bitwise NOT" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:240 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:242 msgid "``-x``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:240 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:242 msgid "Negative / Unary negation" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:242 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:244 msgid "``*`` ``/`` ``%``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:242 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:244 msgid "Multiplication / Division / Remainder" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:244 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:246 msgid "These operators have the same behavior as C++. Integer division is truncated rather than returning a fractional number, and the % operator is only available for ints (\"fmod\" for floats)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:250 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:252 msgid "``+``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:250 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:252 msgid "Addition / Concatenation of arrays" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:252 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:254 msgid "``-``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:252 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:254 msgid "Subtraction" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:254 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:256 msgid "``<<`` ``>>``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:254 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:256 msgid "Bit shifting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:256 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:258 msgid "``&``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:256 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:258 msgid "Bitwise AND" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:258 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:260 msgid "``^``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:258 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:260 msgid "Bitwise XOR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:260 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:262 msgid "``|``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:260 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:262 msgid "Bitwise OR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:262 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:264 msgid "``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:262 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:264 msgid "Comparisons" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:264 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:266 msgid "``in``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:264 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:266 msgid "Content test" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:266 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:268 msgid "``!`` ``not``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:266 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:268 msgid "Boolean NOT" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:268 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:270 msgid "``and`` ``&&``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:268 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:270 msgid "Boolean AND" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:270 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:272 msgid "``or`` ``||``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:270 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:272 msgid "Boolean OR" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:272 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:274 msgid "``if x else``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:272 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:274 msgid "Ternary if/else" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:274 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 msgid "``as``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:274 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 msgid "Type casting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:278 msgid "``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:276 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:278 msgid "Assignment (lowest priority)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:280 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:282 msgid "Literals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 msgid "**Literal**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:283 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 msgid "**Type**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 msgid "``45``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:285 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 msgid "Base 10 integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 msgid "``0x8f51``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:287 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 msgid "Base 16 (hexadecimal) integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 msgid "``0b101010``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 msgid "Base 2 (binary) integer" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 msgid "``3.14``, ``58.1e-10``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:291 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 msgid "Floating-point number (real)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 msgid "``\"Hello\"``, ``\"Hi\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:293 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 msgid "Strings" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297 msgid "``\"\"\"Hello\"\"\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:295 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297 msgid "Multiline string" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299 msgid "``@\"Node/Label\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:297 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299 msgid ":ref:`class_NodePath` or StringName" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:301 msgid "``$NodePath``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:299 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:301 msgid "Shorthand for ``get_node(\"NodePath\")``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:302 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:304 msgid "Integers and floats can have their numbers separated with ``_`` to make them more readable. The following ways to write numbers are all valid::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:311 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:313 msgid "Comments" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:313 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:315 msgid "Anything from a ``#`` to the end of the line is ignored and is considered a comment." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:323 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:325 msgid "Built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:325 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:327 msgid "Built-in types are stack-allocated. They are passed as values. This means a copy is created on each assignment or when passing them as arguments to functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which are passed by reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still passed as values.)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:332 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:334 msgid "Basic built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:334 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:336 msgid "A variable in GDScript can be assigned to several built-in types." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:337 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 msgid "null" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:339 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:341 msgid "``null`` is an empty data type that contains no information and can not be assigned any other value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:343 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:345 msgid ":ref:`bool `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:345 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:347 msgid "Short for \"boolean\", it can only contain ``true`` or ``false``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:348 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 msgid ":ref:`int `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:350 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:352 msgid "Short for \"integer\", it stores whole numbers (positive and negative). It is stored as a 64-bit value, equivalent to \"int64_t\" in C++." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:354 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:356 msgid ":ref:`float `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:356 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:358 msgid "Stores real numbers, including decimals, using floating-point values. It is stored as a 64-bit value, equivalent to \"double\" in C++. Note: Currently, data structures such as Vector2, Vector3, and PoolRealArray store 32-bit single-precision \"float\" values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:362 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:364 msgid ":ref:`String `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:364 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:366 msgid "A sequence of characters in `Unicode format `_. Strings can contain the following escape sequences:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:368 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 msgid "**Escape sequence**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:368 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 msgid "**Expands to**" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 msgid "``\\n``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:370 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 msgid "Newline (line feed)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "``\\t``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:372 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 msgid "Horizontal tab character" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "``\\r``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:374 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 msgid "Carriage return" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "``\\a``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:376 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 msgid "Alert (beep/bell)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "``\\b``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:378 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 msgid "Backspace" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "``\\f``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:380 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 msgid "Formfeed page break" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "``\\v``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:382 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 msgid "Vertical tab character" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "``\\\"``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:384 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 msgid "Double quote" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 msgid "``\\'``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:386 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 msgid "Single quote" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "``\\\\``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:388 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 msgid "Backslash" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "``\\uXXXX``" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:390 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:392 msgid "Unicode codepoint ``XXXX`` (hexadecimal, case-insensitive)" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:394 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:396 msgid "GDScript also supports :ref:`doc_gdscript_printf`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:397 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:399 msgid "Vector built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:400 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:402 msgid ":ref:`Vector2 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:402 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:404 msgid "2D vector type containing ``x`` and ``y`` fields. Can also be accessed as an array." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:406 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:408 msgid ":ref:`Rect2 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:408 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:410 msgid "2D Rectangle type containing two vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:412 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:414 msgid ":ref:`Vector3 `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:414 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:416 msgid "3D vector type containing ``x``, ``y`` and ``z`` fields. This can also be accessed as an array." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:418 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:420 msgid ":ref:`Transform2D `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:420 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:422 msgid "3×2 matrix used for 2D transforms." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:423 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:425 msgid ":ref:`Plane `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:425 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:427 msgid "3D Plane type in normalized form that contains a ``normal`` vector field and a ``d`` scalar distance." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:429 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 msgid ":ref:`Quat `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:431 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:433 msgid "Quaternion is a datatype used for representing a 3D rotation. It's useful for interpolating rotations." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:435 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:437 msgid ":ref:`AABB `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:437 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:439 msgid "Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position`` and ``size``. Also contains an ``end`` field which is ``position + size``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:442 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 msgid ":ref:`Basis `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:444 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:446 msgid "3x3 matrix used for 3D rotation and scale. It contains 3 vector fields (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D vectors." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:449 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:451 msgid ":ref:`Transform `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:451 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:453 msgid "3D Transform contains a Basis field ``basis`` and a Vector3 field ``origin``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:455 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:457 msgid "Engine built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:458 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:460 msgid ":ref:`Color `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:460 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:462 msgid "Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:464 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:466 msgid ":ref:`NodePath `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:466 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:468 msgid "Compiled path to a node used mainly in the scene system. It can be easily assigned to, and from, a String." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:470 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:472 msgid ":ref:`RID `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:472 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:474 msgid "Resource ID (RID). Servers use generic RIDs to reference opaque data." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:475 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:477 msgid ":ref:`Object `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:477 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:479 msgid "Base class for anything that is not a built-in type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:480 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:482 msgid "Container built-in types" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:483 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485 msgid ":ref:`Array `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:485 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:487 msgid "Generic sequence of arbitrary object types, including other arrays or dictionaries (see below). The array can resize dynamically. Arrays are indexed starting from index ``0``. Negative indices count from the end." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:499 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:501 msgid "GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and use less memory, but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:506 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:508 msgid ":ref:`PoolByteArray `: An array of bytes (integers from 0 to 255)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:507 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:509 msgid ":ref:`PoolIntArray `: An array of integers." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:508 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 msgid ":ref:`PoolRealArray `: An array of floats." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:509 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:511 msgid ":ref:`PoolStringArray `: An array of strings." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:512 msgid ":ref:`PoolVector2Array `: An array of :ref:`Vector2 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:511 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:513 msgid ":ref:`PoolVector3Array `: An array of :ref:`Vector3 ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:512 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:514 msgid ":ref:`PoolColorArray `: An array of :ref:`Color ` objects." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:515 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:517 msgid ":ref:`Dictionary `" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:517 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:519 msgid "Associative container which contains values referenced by unique keys." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:530 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:532 msgid "Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:`` and doesn't use quotes to mark string keys (making for slightly less to write). However, keys written in this form can't start with a digit (like any GDScript identifier)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:544 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:546 msgid "To add a key to an existing dictionary, access it like an existing key and assign to it::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:560 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:562 msgid "The bracket syntax can be used to access properties of any :ref:`class_Object`, not just Dictionaries. Keep in mind it will cause a script error when attempting to index a non-existing property. To avoid this, use the :ref:`Object.get() ` and :ref:`Object.set() ` methods instead." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:567 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:569 msgid "Data" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:570 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:572 msgid "Variables" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:572 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:574 msgid "Variables can exist as class members or local to functions. They are created with the ``var`` keyword and may, optionally, be assigned a value upon initialization." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:583 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:585 msgid "Variables can optionally have a type specification. When a type is specified, the variable will be forced to have always that same type, and trying to assign an incompatible value will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:587 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:589 msgid "Types are specified in the variable declaration using a ``:`` (colon) symbol after the variable name, followed by the type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:595 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:597 msgid "If the variable is initialized within the declaration, the type can be inferred, so it's possible to omit the type name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:601 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:603 msgid "Type inference is only possible if the assigned value has a defined type, otherwise it will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:604 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:606 msgid "Valid types are:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:606 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:608 msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:607 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:609 msgid "Engine classes (Node, Resource, Reference, etc.)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:608 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:610 msgid "Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload(\"res://my_script.gd\")``)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:609 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:611 msgid "Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:610 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:612 msgid "Script classes declared with the ``class_name`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:613 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615 msgid "Casting" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:615 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:617 msgid "Values assigned to typed variables must have a compatible type. If it's needed to coerce a value to be of a certain type, in particular for object types, you can use the casting operator ``as``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:619 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:621 msgid "Casting between object types results in the same object if the value is of the same type or a subtype of the cast type." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:627 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:629 msgid "If the value is not a subtype, the casting operation will result in a ``null`` value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:634 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:636 msgid "For built-in types, they will be forcibly converted if possible, otherwise the engine will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:643 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:645 msgid "Casting is also useful to have better type-safe variables when interacting with the scene tree::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:653 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655 msgid "Constants" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:655 -msgid "Constants are similar to variables, but must be constants or constant expressions and must be assigned on initialization." +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:657 +msgid "Constants are values you cannot change when the game is running. Their value must be known at compile-time. Using the ``const`` keyword allows you to give a constant value a name. Trying to assign a value to a constant after it's declared will give you an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:669 -msgid "Although the type of constants is inferred from the assigned value, it's also possible to add explicit type specification::" +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:662 +msgid "We recommend using constants whenever a value is not meant to change." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:675 +msgid "Although the type of constants is inferred from the assigned value, it's also possible to add explicit type specification::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:681 msgid "Assigning a value of an incompatible type will raise an error." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:679 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:685 msgid "Since arrays and dictionaries are passed by reference, constants are \"flat\". This means that if you declare a constant array or dictionary, it can still be modified afterwards. They can't be reassigned with another value though." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:684 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:690 msgid "Enums" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:686 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:692 msgid "Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:689 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:695 msgid "If you pass a name to the enum, it will put all the keys inside a constant dictionary of that name." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:692 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:698 msgid "In Godot 3.1 and later, keys in a named enum are not registered as global constants. They should be accessed prefixed by the enum's name (``Name.KEY``); see an example below." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:712 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:718 msgid "Functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:714 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:720 msgid "Functions always belong to a `class `_. The scope priority for variable look-up is: local → class member → global. The ``self`` variable is always available and is provided as an option for accessing class members, but is not always required (and should *not* be sent as the function's first argument, unlike Python)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:727 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:733 msgid "A function can ``return`` at any point. The default return value is ``null``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:729 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735 msgid "Functions can also have type specification for the arguments and for the return value. Types for arguments can be added in a similar way to variables::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:735 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:741 msgid "If a function argument has a default value, it's possible to infer the type::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:740 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:746 msgid "The return type of the function can be specified after the arguments list using the arrow token (``->``)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:746 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:752 msgid "Functions that have a return type **must** return a proper value. Setting the type as ``void`` means the function doesn't return anything. Void functions can return early with the ``return`` keyword, but they can't return any value." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:755 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:761 msgid "Non-void functions must **always** return a value, so if your code has branching statements (such as an ``if``/``else`` construct), all the possible paths must have a return. E.g., if you have a ``return`` inside an ``if`` block but not after it, the editor will raise an error because if the block is not executed, the function won't have a valid value to return." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:763 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 msgid "Referencing functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:765 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:771 msgid "Contrary to Python, functions are *not* first-class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:769 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:775 msgid "To reference a function by name at run-time, (e.g. to store it in a variable, or pass it to another function as an argument) one must use the ``call`` or ``funcref`` helpers::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:783 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:789 msgid "Static functions" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:785 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:791 msgid "A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``. This is mainly useful to make libraries of helper functions::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:794 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:800 msgid "Statements and control flow" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:796 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:802 msgid "Statements are standard and can be assignments, function calls, control flow structures, etc (see below). ``;`` as a statement separator is entirely optional." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:801 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:807 msgid "if/else/elif" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:803 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:809 msgid "Simple conditions are created by using the ``if``/``else``/``elif`` syntax. Parenthesis around conditions are allowed, but not required. Given the nature of the tab-based indentation, ``elif`` can be used instead of ``else``/``if`` to maintain a level of indentation." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:817 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:823 msgid "Short statements can be written on the same line as the condition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:824 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:830 msgid "Sometimes, you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:833 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:839 msgid "Simple loops are created by using ``while`` syntax. Loops can be broken using ``break`` or continued using ``continue``:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:844 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:850 msgid "To iterate through a range, such as an array or table, a *for* loop is used. When iterating over an array, the current array element is stored in the loop variable. When iterating over a dictionary, the *key* is stored in the loop variable." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:879 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:885 msgid "A ``match`` statement is used to branch execution of a program. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:882 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:888 msgid "Basic syntax::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:893 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:899 msgid "**Crash-course for people who are familiar with switch statements**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:895 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:901 msgid "Replace ``switch`` with ``match``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:896 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:902 msgid "Remove ``case``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:897 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:903 msgid "Remove any ``break``\\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:898 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:904 msgid "Change ``default`` to a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:901 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 msgid "**Control flow**:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:903 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:909 msgid "The patterns are matched from top to bottom. If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement. You can use ``continue`` to stop execution in the current block and check for an additional match in the patterns below it." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:907 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:913 msgid "There are 6 pattern types:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:919 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:925 msgid "Constant pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:910 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:916 msgid "Constant primitives, like numbers and strings::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:931 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:937 msgid "Variable pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:922 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:928 msgid "Matches the contents of a variable/enum::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:945 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:951 msgid "Wildcard pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:934 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:940 msgid "This pattern matches everything. It's written as a single underscore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:936 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:942 msgid "It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:958 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:964 msgid "Binding pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:948 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:954 msgid "A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It's especially useful in array and dictionary patterns::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985 msgid "Array pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:961 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:967 msgid "Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:963 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:969 msgid "The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:965 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:971 msgid "**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:967 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:973 msgid "Every subpattern has to be comma-separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1006 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012 msgid "Dictionary pattern" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:982 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988 msgid "Works in the same way as the array pattern. Every key has to be a constant pattern." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 msgid "The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:986 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 msgid "**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:988 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:994 msgid "Every subpattern has to be comma separated." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:990 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:996 msgid "If you don't specify a value, then only the existence of the key is checked." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:998 msgid "A value pattern is separated from the key pattern with a ``:``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1019 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025 msgid "Multiple patterns" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1009 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1015 msgid "You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 msgid "Classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1024 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1030 msgid "By default, all script files are unnamed classes. In this case, you can only reference them using the file's path, using either a relative or an absolute path. For example, if you name a script file ``character.gd``::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1037 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1043 msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the ``class_name`` keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1049 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1055 msgid "Here's a class file example:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1071 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1077 msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1079 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1085 msgid "Inheritance" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1081 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1087 msgid "A class (stored as a file) can inherit from:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1083 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1089 msgid "A global class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1084 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1090 msgid "Another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1085 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091 msgid "An inner class inside another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1087 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1093 msgid "Multiple inheritance is not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1089 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1095 msgid "Inheritance uses the ``extends`` keyword::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1101 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107 msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1119 msgid "To call a function in a *parent class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1118 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1124 msgid "This is especially useful because functions in extending classes replace functions with the same name in their parent classes. If you still want to call them, you can prefix them with ``.`` (like the ``super`` keyword in other languages)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132 msgid "Default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1139 msgid "Class Constructor" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1135 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1141 msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call ``._init()`` explicitly." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1140 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1146 msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1147 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1153 msgid "This is better explained through examples. Consider this scenario::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1170 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1176 msgid "There are a few things to keep in mind here:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1172 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1178 msgid "If the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must* define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1175 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181 msgid "``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1176 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1182 msgid "In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1178 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1184 msgid "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables. eg.::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1188 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1194 msgid "Inner classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1190 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196 msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1215 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1221 msgid "Classes as resources" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1217 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1223 msgid "Classes stored as files are treated as :ref:`resources `. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1234 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1240 msgid "Exports" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1238 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244 msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1241 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1247 msgid "Setters/getters" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1243 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1249 msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1246 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252 msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1253 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259 msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1269 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1275 msgid "Either of the *setter* or *getter* functions can be omitted::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1276 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "Setters and getters are useful when :ref:`exporting variables ` to the editor in tool scripts or plugins, for validating input." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1279 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1285 msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1296 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302 msgid "Tool mode" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1298 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304 msgid "By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1312 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318 msgid "See :ref:`doc_running_code_in_the_editor` for more information." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1314 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1320 msgid "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1320 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326 msgid "Memory management" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1322 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328 msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call ``instance.free()``. To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1330 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1336 msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1337 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1343 msgid "Signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1339 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1345 msgid "Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1352 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1358 msgid "Signals are a `Callback `_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial `_ in the Game Programming Patterns ebook." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1359 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365 msgid "You can connect these signals to methods the same way you connect built-in signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1362 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368 msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382 msgid "You can emit as many arguments as you want along with a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1378 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1384 msgid "Here is an example where this is useful. Let's say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1388 msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() `, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() ` method::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1423 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429 msgid "To use signals, your class has to extend the ``Object`` class or any type extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1426 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432 msgid "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then connect the character, that emits the signal, to the receiver, the ``Lifebar`` node in this case." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1440 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446 msgid "This allows the ``Lifebar`` to react to health changes without coupling it to the ``Character`` node." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1443 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449 msgid "You can write optional argument names in parentheses after the signal's definition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1455 msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it's up to you to emit the correct values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1455 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461 msgid "GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1460 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1466 msgid "You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn't give you access to all the data that you need." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1464 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1470 msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484 msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1491 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1497 msgid "Coroutines with yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1493 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1499 msgid "GDScript offers support for `coroutines `_ via the :ref:`yield` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume()`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1514 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1535 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1541 msgid "Will print::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1520 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1526 msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1541 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1547 msgid "Remember to save the new function state, when using multiple ``yield``\\s::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1556 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1562 msgid "Coroutines & signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1558 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1564 msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1571 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1577 msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1583 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1589 msgid "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1585 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1591 msgid "You can also get the signal's argument once it's emitted by an object:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1592 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598 msgid "If you're unsure whether a function may yield or not, or whether it may yield multiple times, you can yield to the ``completed`` signal conditionally:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1614 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1620 msgid "This ensures that the function returns whatever it was supposed to return regardless of whether coroutines were used internally. Note that using ``while`` would be redundant here as the ``completed`` signal is only emitted when the function didn't yield anymore." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1620 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1626 msgid "Onready keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1622 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1628 msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1635 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1641 msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1643 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1649 msgid "Assert keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1645 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1651 msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won't be evaluated in a project exported in release mode. Due to this, assertions must **not** contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1657 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1663 msgid "When running a project from the editor, the project will be paused if an assertion error occurs." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 9943daae8d..fe1a87d751 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 91a7eb81c2..d170115435 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 756b5d54e0..55d517d929 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -86,7 +86,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:327 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:347 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:373 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:744 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:766 msgid "**Good**:" msgstr "" @@ -100,7 +100,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:334 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:354 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:383 -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:752 +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:772 msgid "**Bad**:" msgstr "" @@ -437,18 +437,34 @@ msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing: ``:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:760 -msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``." +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:747 +msgid "To declare the return type of a function, use ``-> ``:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:766 -msgid "Add a space on either sides of the return type arrow when defining functions." +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:754 +msgid "Inferred types" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:756 +msgid "In most cases you can let the compiler infer the type, using ``:=``:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759 +msgid "::" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:759 +msgid "var health := 0 # The compiler will use the int type." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:761 +msgid "However, in a few cases when context is missing, the compiler falls back to the function's return type. For example, ``get_node()`` cannot infer a type unless the scene or file of the node is loaded in memory. In this case, you should set the type explicitly." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index cd9820c683..eb2744a0ca 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index daec504130..62be9ecb1a 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot index 5f50ae55b6..f848cfd9e3 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 9bf394c66c..08521dd207 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot index f5519445ae..546b5b883b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 652d083752..8d0db5fb34 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index 2697aab91b..dc6b152345 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index f84895c905..9008d82da9 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 37ce5a5643..e12ba250cb 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 8e8962d5d0..becf74f68b 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 26b3fdc3da..792a005f17 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index ded052bc0e..3bf55e4bad 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 01cfb9b7ae..d699b7cc6b 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 116c896f09..67214e24fa 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 55b62bce04..df4a3ce21a 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index 25a6294f68..4fa97effe4 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index 0b8e9f782f..85def7aa86 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 3f31a0c64c..917749a719 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 8e388fe584..ecc5ad2ceb 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index a60dd2a30e..c95a3aa401 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 34f1a7ef5e..88427c6763 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 4e3c485dfd..5fe4404a89 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index f33970b9bb..9ea58f6669 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index c269527c29..f6a3ff9f15 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 51ecb0a9ac..903db43361 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index a411e4b3a2..5bc51a06db 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 67b340319b..b639fa5ff7 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index a8df036a26..93a36578b4 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index b41337a372..b0e4567906 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 4f0c33c296..7eb4e868f7 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -73,7 +73,7 @@ msgid "Player scene" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:64 -msgid "The first scene we will make defines the ``Player`` object. One of the benefits of creating a separate Player scene is that we can test it separately, even before we've created other parts of the game." +msgid "The first scene will define the ``Player`` object. One of the benefits of creating a separate Player scene is that we can test it separately, even before we've created other parts of the game." msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:69 @@ -425,423 +425,423 @@ msgid "Main scene" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:671 -msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node ` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``." +msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node ` named ``Main``. Ensure you create a Node, **not** a Node2D. Click the \"Instance\" button and select your saved ``Player.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:677 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:678 msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 msgid ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs spawn" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 msgid ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score every second" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:683 msgid ":ref:`Timer ` (named ``StartTimer``) - to give a delay before starting" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:683 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 msgid ":ref:`Position2D ` (named ``StartPosition``) - to indicate the player's start position" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:685 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:686 msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 msgid "``MobTimer``: ``0.5``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 msgid "``ScoreTimer``: ``1``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:691 msgid "``StartTimer``: ``2``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:692 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:693 msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:696 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:697 msgid "Spawning mobs" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:698 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:699 msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a :ref:`Path2D ` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:705 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:706 msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Use Grid Snap\" and \"Use Snap\" are both selected. These options can be found to the left of the \"Lock\" button, appearing as a magnet next to some dots and intersecting lines, respectively." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:713 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:714 msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:718 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:719 msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:721 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:722 msgid "Now that the path is defined, add a :ref:`PathFollow2D ` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:726 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:727 msgid "Your scene should look like this:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:731 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:732 msgid "Main script" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:733 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:734 msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:773 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:774 msgid "Click the ``Main`` node and you will see the ``Mob`` property in the Inspector under \"Script Variables\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:776 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:777 msgid "You can assign this property's value in two ways:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:778 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:779 msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property ." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:780 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:781 msgid "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:783 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:784 msgid "Next, select the ``Player`` node in the Scene dock, and access the Node dock on the sidebar. Make sure to have the Signals tab selected in the Node dock." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:786 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:787 msgid "You should see a list of the signals for the ``Player`` node. Find and double-click the ``hit`` signal in the list (or right-click it and select \"Connect...\"). This will open the signal connection dialog. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box at the bottom of the signal connection dialog and click \"Connect\". Add the following code to the new function, as well as a ``new_game`` function that will set everything up for a new game:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:827 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:828 msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` , and ``MobTimer``) to the main script. ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:854 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:855 msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:860 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:861 msgid "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:908 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:909 msgid "Why ``PI``? In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:914 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:915 msgid "Testing the scene" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:916 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:917 msgid "Let's test the scene to make sure everything is working. Add this to ``_ready()``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:933 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:934 msgid "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs automatically when the game launches. Press the \"Play\" button and select ``Main.tscn`` when prompted." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:937 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:938 msgid "You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:940 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:941 msgid "When you're sure everything is working, remove the call to ``new_game()`` from ``_ready()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:944 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "HUD" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:946 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:947 msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer ` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:953 msgid "The :ref:`CanvasLayer ` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:956 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:957 msgid "The HUD needs to display the following information:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:958 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:959 msgid "Score, changed by ``ScoreTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:959 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:960 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:960 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 msgid "A \"Start\" button to begin the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 msgid "The basic node for UI elements is :ref:`Control `. To create our UI, we'll use two types of :ref:`Control ` nodes: :ref:`Label ` and :ref:`Button `." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:966 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:967 msgid "Create the following as children of the ``HUD`` node:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:968 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:969 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:969 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 msgid ":ref:`Label ` named ``Message``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:971 msgid ":ref:`Button ` named ``StartButton``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:971 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:972 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:973 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:974 msgid "Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the Inspector. The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:978 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:979 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:982 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:983 msgid "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose \"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the font's ``Size``. A setting of ``64`` works well." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:988 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:989 msgid "Once you've done this on the ``ScoreLabel``, you can click the down arrow next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in the same place on the other two Control nodes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:992 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:993 msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:999 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1000 msgid "Arrange the nodes as shown below. Click the \"Layout\" button to set a Control node's layout:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1005 msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1008 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1009 msgid "ScoreLabel" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 msgid "*Layout* : \"Top Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 msgid "*Text* : ``0``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1013 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020 msgid "*Align* : \"Center\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1015 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1016 msgid "Message" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1017 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 msgid "*Layout* : \"HCenter Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 msgid "*Text* : ``Dodge the Creeps!``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1021 msgid "*Autowrap* : \"On\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1023 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024 msgid "StartButton" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1025 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1026 msgid "*Text* : ``Start``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1026 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 msgid "*Layout* : \"Center Bottom\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028 msgid "*Margin* :" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1029 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1030 msgid "Top: ``-200``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1030 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1031 msgid "Bottom: ``-100``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1032 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1033 msgid "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1035 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1036 msgid "Now add this script to ``HUD``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1054 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1055 msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1076 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1077 msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1110 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1111 msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1114 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1115 msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to add delays such as in the above code, where we want to wait some time before showing the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1132 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133 msgid "This function is called by ``Main`` whenever the score changes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1134 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1135 msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton`` and add the following code to the new functions:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1163 msgid "Connecting HUD to Main" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1164 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165 msgid "Now that we're done creating the ``HUD`` scene, go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. The scene tree should look like this, so make sure you didn't miss anything:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1173 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1174 msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function of the Main node by typing \"new_game\" in the \"Receiver Method\" in the \"Connect a Signal\" window. Verify that the green connection icon now appears next to ``func new_game()`` in the script." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1178 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1179 msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1193 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1194 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1204 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1205 msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1216 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1217 msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1221 msgid "Removing old creeps" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1222 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1223 msgid "If you play until \"Game Over\" and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell *all* the mobs to remove themselves. We can do this with the \"group\" feature." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1227 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1228 msgid "In the ``Mob`` scene, select the root node and click the \"Node\" tab next to the Inspector (the same place where you find the node's signals). Next to \"Signals\", click \"Groups\" and you can type a new group name and click \"Add\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1233 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1234 msgid "Now all mobs will be in the \"mobs\" group. We can then add the following line to the ``game_over()`` function in ``Main``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1246 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1247 msgid "The ``call_group()`` function calls the named function on every node in a group - in this case we are telling every mob to delete itself." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1250 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1251 msgid "Finishing up" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1252 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1253 msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1257 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1258 msgid "Background" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1259 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1260 msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect ` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and select \"Layout\" -> \"Full Rect\" so that it covers the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1265 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1266 msgid "You could also add a background image, if you have one, by using a ``TextureRect`` node instead." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1269 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1270 msgid "Sound effects" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1271 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1272 msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1276 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1277 msgid "Add two :ref:`AudioStreamPlayer ` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1281 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1282 msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1284 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1285 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1287 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1288 msgid "Keyboard shortcut" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1289 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1290 msgid "Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. We can do this with the \"Shortcut\" property of the ``Button`` node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1293 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1294 msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEventAction\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1302 msgid "Now when the start button appears, you can either click it or press :kbd:`Space` to start the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1305 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1306 msgid "Project files" msgstr "" @@ -849,11 +849,11 @@ msgstr "" msgid "You can find a completed version of this project at these locations:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1308 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1309 msgid "https://github.com/kidscancode/Godot3_dodge/releases" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1309 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1310 msgid "https://github.com/godotengine/godot-demo-projects" msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 23725ccefa..2f422b7d54 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 3f11c28ccb..1c5c9e1622 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 0515ce8051..3b9e59b7b2 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index c0a06baa9d..4392feba5e 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 2705b002de..60a0ea3725 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index c93c6592f4..3dc30e2bc1 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 0dc27e4116..6411247ba5 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 0627e49b6c..44d6b3c37f 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 7ebf1d9cd2..052c644a64 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index a2a29756d4..b86409c125 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 23c598aa34..da49f9f31b 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -206,8 +206,8 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:147 #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:166 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:313 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:323 msgid "Storage" msgstr "" @@ -239,371 +239,383 @@ msgstr "" msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:176 -msgid "Keep On Reimport" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:177 +msgid "Godot will not reimport materials that are stored in external files unless you remove the associated ``.material`` file before reimporting." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 -msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 -msgid "Meshes" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 +msgid "To force reimporting materials every time the 3D scene is reimported, change the material storage mode in the 3D scene by selecting it in the FileSystem dock, going to the Import dock then setting **Material > Storage** to **Built-In** instead of **Files**." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:186 -msgid "Compress" +msgid "Keep On Reimport" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 -msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 -msgid "These are:" -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 -msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer." +msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 -msgid "Vertices : 32-bit float to 16-bit signed integer." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 -msgid "Normals : 32-bit float to 32-bit unsigned integer." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 -msgid "Tangents : 32-bit float to 32-bit unsigned integer." +msgid "Meshes" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 -msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 -msgid "UV : 32-bit float to 32-bit unsigned integer." +msgid "Compress" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 -msgid "UV2 : 32-bit float to 32-bit unsigned integer." +msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 -msgid "Vertex weights : 32-bit float to 16-bit unsigned integer." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:211 +msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 -msgid "Armature bones : 32-bit float to 16-bit unsigned integer." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 -msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 -msgid "Additional info:" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:203 +msgid "Vertices : 32-bit float to 16-bit signed integer." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 -msgid "UV2 = The second UV channel for detail textures and baked lightmap textures." +msgid "Normals : 32-bit float to 32-bit unsigned integer." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:205 -msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals." +msgid "Tangents : 32-bit float to 32-bit unsigned integer." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:206 +msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:207 -msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be." +msgid "UV : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:213 -msgid "Ensure Tangents" +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208 +msgid "UV2 : 32-bit float to 32-bit unsigned integer." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:209 +msgid "Vertex weights : 32-bit float to 16-bit unsigned integer." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +msgid "Armature bones : 32-bit float to 16-bit unsigned integer." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:211 +msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215 -msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter." +msgid "Additional info:" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:214 +msgid "UV2 = The second UV channel for detail textures and baked lightmap textures." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:215 +msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:217 +msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 +msgid "Ensure Tangents" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225 +msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:226 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 msgid "This option is provided to help those who prefer working directly with meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:242 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:234 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:245 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 msgid "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:248 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:241 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:243 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:247 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:257 msgid "Animation options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259 msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:259 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:269 msgid "FPS" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271 msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:276 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278 msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:271 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:281 msgid "The filter script is executed against each imported animation. The syntax consists of two types of statements, the first for choosing which animations to filter, and the second for filtering individual tracks within the matched animation. All name patterns are performed using a case insensitive expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:287 msgid "The script must start with an animation filter statement (as denoted by the line beginning with an ``@``). For example, if we would like to apply filters to all imported animations which have a name ending in ``\"_Loop\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:283 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 msgid "Similarly, additional patterns can be added to the same line, separated by commas. Here is a modified example to additionally *include* all animations with names that begin with ``\"Arm_Left\"``, but also *exclude* all animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:289 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:299 msgid "Following the animation selection filter statement, we add track filtering patterns to indicate which animation tracks should be kept or discarded. If no track filter patterns are specified, then all tracks within the matched animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:303 msgid "It's important to note that track filter statements are applied in order for each track within the animation, this means that one line may include a track, a later rule can still discard it. Similarly, a track excluded by an early rule may then be re-included once again by a filter rule further down in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:298 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308 msgid "For example: include all tracks in animations with names ending in ``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:317 msgid "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:320 msgid "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:315 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325 msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:319 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:329 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:321 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:331 msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:325 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:327 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:337 msgid "It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named ``default``. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "Scene inheritance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "In many cases, it may be desired to make modifications to the imported scene. By default, this is not possible because if the source asset changes (source ``.dae``, ``.gltf``, ``.obj`` file re-exported from 3D modelling app), Godot will re-import the whole scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 msgid "Sub-Resources can't be edited (save them externally as described above for this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:361 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:358 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 msgid "Adding collision detection to objects." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371 msgid "Setting objects as navigation meshes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:360 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:374 msgid "To simplify this workflow, Godot offers several suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect suffixes in object names and will perform actions automatically." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 msgid "All the suffixes described below are *case-sensitive*." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:371 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:383 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385 msgid "Objects that have the ``-noimp`` suffix will be removed at import-time no matter what their type is. They will not appear in the imported scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:377 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:389 msgid "Create collisions (-col, -convcol, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:379 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 msgid "The option ``-col`` will work only for Mesh objects. If it is detected, a child static collision node will be added, using the same geometry as the mesh. This will create a triangle mesh collision shape, which is a slow, but accurate option for collision detection. This option is usually what you want for level geometry (but see also ``-colonly`` below)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:385 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:397 msgid "The option ``-convcol`` will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`. Unlike triangle meshes which can be concave, a convex shape can only accurately represent a shape that doesn't have any concave angles (a pyramid is convex, but a hollow box is concave). Due to this, convex collision shapes are generally not suited for level geometry. When representing simple enough meshes, convex collision shapes can result in better performance compared to a triangle collision shape. This option is ideal for simple or dynamic objects that require mostly-accurate collision detection." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 msgid "However, in both cases, the visual geometry may be too complex or not smooth enough for collisions. This can create physics glitches and slow down the engine unneccesarily." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:410 msgid "To solve this, the ``-colonly`` modifier exists. It will remove the mesh upon importing and will create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 msgid "The option ``-convcolonly`` works in a similar way, but will create a :ref:`class_convexpolygonshape` instead." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "The option ``-colonly`` can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 msgid "Single arrow will create a :ref:`class_rayshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:412 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:424 msgid "Cube will create a :ref:`class_boxshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 msgid "Image will create a :ref:`class_planeshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:426 msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:428 msgid "When possible, **try to use a few primitive collision shapes** instead of triangle mesh or convex shapes. Primitive shapes often have the best performance and reliability." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:422 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:434 msgid "For better visibility in Blender's editor, you can set the \"X-Ray\" option on collision empties and set some distinct color for them in Blender's **User Preferences > Themes > 3D View > Empty**." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:440 +msgid "See :ref:`doc_collision_shapes_3d` for a comprehensive overview of collision shapes." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:444 msgid "Create navigation (-navmesh)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:429 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:446 msgid "A mesh node with the ``-navmesh`` suffix will be converted to a navigation mesh. The original Mesh object will be removed at import-time." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:433 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 msgid "Create a VehicleBody (-vehicle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:435 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 msgid "A mesh node with the ``-vehicle`` suffix will be imported as a child to a :ref:`class_VehicleBody` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:439 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:456 msgid "Create a VehicleWheel (-wheel)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:441 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:458 msgid "A mesh node with the ``-wheel`` suffix will be imported as a child to a :ref:`class_VehicleWheel` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:445 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:462 msgid "Rigid Body (-rigid)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:447 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:464 msgid "A mesh node with the ``-rigid`` suffix will be imported as a :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:450 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:467 msgid "Animation loop (-loop, -cycle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:452 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:469 msgid "Animation clips in the COLLADA document that start or end with the token ``loop`` or ``cycle`` will be imported as a Godot Animation with the loop flag set. **Unlike the other suffixes described above, this does not require a hyphen.**" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:456 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:473 msgid "In Blender, this requires using the NLA Editor and naming the Action with the ``loop`` or ``cycle`` prefix or suffix." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index cec7ced3bf..116d394d8c 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 0182061caa..d8fa5e9f40 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index 23e89edaeb..f1288c4a1f 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index f82b125122..deaf1e4b3f 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 95b531faec..e207d7d8a1 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index 3feb7af18e..2a6fe8b719 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index 031ff3842f..ac1c430838 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 86c23d0f3b..e6ec9c9197 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index e1b6036785..d7a5f5566d 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 2e5e2e519d..7d48a2a0d4 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 64490ff082..cf4cb6640f 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index dfb41b1c0a..bd6240c1df 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index 663e964dea..a5dd186635 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index 1451f276d5..0183284a41 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -57,218 +57,226 @@ msgid "Make sure export templates are downloaded. If not, this menu will help yo msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:31 -msgid "This will create an Gradle-based Android project in ``res://android/build`` and place a ``.gdignore`` file in ``res://android`` so the Godot filesystem ignores this folder. Editing these files is not needed unless you want to :ref:`create your own add-ons`, or you really need to modify the project." +msgid "A Gradle-based Android project will be created under ``res://android/build``. Editing these files is not needed unless you want to :ref:`create your own add-ons`, or you really need to modify the project." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:37 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:36 msgid "Install the Android SDK (command-line version)" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:39 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:38 msgid "These are the steps for installing the Android SDK using command line. The advantage of this approach is the simplicity and small download/install size. It can be more challenging though. The Android Studio approach is easier, but it requires downloading and installing Android Studio (which may require more than 1 GB of storage)." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:46 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:45 msgid "Install a JDK" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:48 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:47 msgid "The Android SDK doesn't come with Java, so it needs to be installed manually. You need to install a Java SDK (**not** just the runtime or JRE). `OpenJDK 8 `__ is required, newer versions won't work." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:54 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:52 +msgid "On Windows, make sure that you enable \"Set ``JAVA_HOME`` variable\" in the *Custom Setup* view of the installer. You have to restart Godot after this, otherwise Godot can't find the ``JAVA_HOME`` variable." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:57 msgid "Download the command-line tools" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:56 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:59 msgid "Go to the `Android Studio download page `_. To save disk space, you don't want the full IDE, so don't download it." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:61 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:64 msgid "If you do want Android Studio, read further down for instructions for doing the same using Android Studio." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:64 -msgid "Look on that page for the *Command line tools only* section. Currently, they are listed under *Download Options*. Scroll down a bit until you see them." -msgstr "" - #: ../../docs/getting_started/workflow/export/android_custom_build.rst:67 -msgid "Download the ZIP file for your platform, there will be a single ``tools`` folder inside:" +msgid "Look on that page for the *Command line tools only* section. Currently, they are listed under *Download Options*. Scroll down a bit until you see them and download the ZIP file for your platform." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:72 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:71 msgid "This may appear a little confusing, but be sure to follow these instructions carefully:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:75 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:74 msgid "Create a new folder anywhere you want named ``android-sdk`` (it **must** be an empty directory). On Windows, the following path is usually good enough:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:84 -msgid "If you already have an android-sdk folder, normally located in ``%LOCALAPPDATA%\\Android\\Sdk``, then use this folder instead of creating an empty ``android-sdk`` folder." +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:81 +msgid "Create an empty folder named ``cmdline-tools`` inside of the ``android-sdk`` folder. Then unzip the Android SDK ZIP file into the ``android-sdk/cmdline-tools`` folder." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:87 -msgid "Unzip the Android SDK ZIP file into the ``android-sdk`` folder. This folder should now contain the unzipped folder called ``tools``. Rename ``tools`` to ``latest``. Finally, create an empty folder named ``cmdline-tools`` and place ``latest`` into it. Your final directory structure should look like this :" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:86 +msgid "If you're on Windows, you must not extract the ZIP archive with the default Windows extractor (e.g. Windows Explorer). You have to use another tool like 7zip, WinRAR or the Powershell ``Expand-Archive`` command. If you extract the archive with the default Windows extractor, the files are not extracted correctly and you will run into errors later on!" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:99 -msgid "We need to setup the directory structure this way for the sdkmanager (inside the bin folder) to work." +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:92 +msgid "The ``cmdline-tools`` folder should now contain the unzipped folder called ``tools``. Finally, rename the ``tools`` folder to ``latest``." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:102 -msgid "Accepting the licenses" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:95 +msgid "Your final directory structure should look like this :" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:104 -msgid "To be able to use the Android SDK tools, Google requires you to accept its licenses." +msgid "We need to setup the directory structure this way for the sdkmanager (inside the bin folder) to work." msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:107 +msgid "Accepting the licenses" +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:109 +msgid "To be able to use the Android SDK tools, Google requires you to accept its licenses." +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:112 msgid "To do this, the ``sdkmanager`` must be executed from the command line with a special argument. Navigate to the ``tools/bin`` directory inside the SDK folder (instructions provided for Windows users, as Linux and macOS users are expected to understand how command line navigation works):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:114 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:119 msgid "Then open a command line window:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:118 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:123 msgid "In there, run ``sdkmanager --licenses``:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:122 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:127 msgid "This will ask you to accept several licenses, just write ``y`` and press :kbd:`Enter` on every of them until it's done." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:125 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:130 msgid "Afterwards, install the platform tools (this is required to install ``adb``):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:129 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:134 msgid "If you get an error saying ``Warning: Could not create settings``, try ``./sdkmanager --sdk_root=../../ --licenses`` or ``./sdkmanager --sdk_root=../../ platform-tools``. These must be executed inside the ``/tools/bin/`` folder because the path for ``--sdk_root`` is relative." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:132 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:216 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:137 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:222 msgid "Generating the keystore" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:134 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:139 msgid "Once the *platform tools* are installed, the last step is to generate a debug keystore (this is needed to build). Go up two folders by writing:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:141 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:146 msgid "(or open a new shell in the ``android-sdk`` folder)." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:143 -msgid "And you need to input the following line (on Linux and macOS, this should work out of the box, for Windows there are further instructions below):" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:148 +msgid "And you need to input the following line (This should work out of the box. However, if you haven't set the ``JAVA_HOME`` variable on Windows, there are further instructions below):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:150 -msgid "On Windows, the full path to Java should be provided. You need to add ``&`` at the beginning of the line if you use PowerShell; it's not needed for the regular ``cmd.exe`` console." -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:154 -msgid "To make it clearer, here is an capture of a line that works on PowerShell (by adding ``&`` and the full Java path before ``keytool.exe``). Again, keep in mind that you need Java installed:" +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:156 +msgid "On Windows, if you did not install the ``JAVA_HOME`` variable, the full path to Java should be provided. You need to add ``&`` at the beginning of the line if you use PowerShell; it's not needed for the regular ``cmd.exe`` console." msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:160 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:171 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:243 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:254 -msgid "(right-click and open the image in a new tab if this appears too small)" -msgstr "" - -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:164 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:247 -msgid "Setting up Godot" +msgid "To make it clearer, here is an capture of a line that works on PowerShell (by adding ``&`` and the full Java path before ``keytool.exe``). Again, keep in mind that you need Java installed:" msgstr "" #: ../../docs/getting_started/workflow/export/android_custom_build.rst:166 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:177 #: ../../docs/getting_started/workflow/export/android_custom_build.rst:249 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:260 +msgid "(right-click and open the image in a new tab if this appears too small)" +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:170 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:253 +msgid "Setting up Godot" +msgstr "" + +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:172 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:255 msgid "Go to the **Editor Settings** and set up a few fields in **Export > Android**. Make sure they look like the following:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:173 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:256 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:179 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:262 msgid "As it can be seen, most paths are inside either the ``android-sdk`` folder you originally created, or inside the Java install. For Linux and macOS users, ``jarsigner`` is often located in ``/usr/bin``." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:177 -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:260 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:183 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:266 msgid "With this, you should be all set." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:181 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:187 msgid "Install the Android SDK (Android Studio)" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:183 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:189 msgid "If you just finished installing the SDK via the command-line tools, feel free to skip this section entirely. The Android Studio path is easier, but it takes up more disk space. It's also useful if you plan to develop Godot for Android (modify the Java source code) or if you plan to develop add-ons." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:189 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:195 msgid "Download and install Android Studio" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:191 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:197 msgid "Download the latest version of Android Studio. When installing, pay attention to where the *android-sdk* directory is created." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:196 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:202 msgid "This is funny, the path it proposes by default contains whitespace (and complains about it). It must be changed." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:198 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:204 msgid "In any case, it's better to select a different path inside your user folders. The recommended one is usually:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:205 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:211 msgid "Replace *yourusername* by your actual user name. Once it's correct, select from the list above in the same screen:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:208 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:214 msgid "Android SDK" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:209 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:215 msgid "Android SDK Platform" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:211 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:217 msgid "The rest are not needed, because the build system will fetch them itself. After selecting them, go on with the installation." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:218 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:224 msgid "Go to the folder where you installed ``android-sdk`` in the previous step, use File Explorer and open a command line tool there:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:223 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:229 msgid "The actual command line to type is the following. On Linux and macOS, it should work out of the box, but on Windows, it needs additional details (keep reading afterwards)." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:231 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:237 msgid "On Windows, the full path to Java should be provided (and ``&`` needs to be added at the beginning on the line if you use PowerShell, it's not needed for the regular ``cmd.exe`` console). Don't worry, at least by using Android Studio on Windows, Java comes bundled with it." msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:236 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:242 msgid "To make it clearer, here is a screen capture of a line that works on PowerShell (by adding ``&`` and the full Java Path to ``keytool.exe``; remove ``&`` if you use ``cmd.exe``). It uses a path to the Java version that comes with Android Studio:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:264 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:270 msgid "Enabling the custom build and exporting" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:266 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:272 msgid "When setting up the Android project in the **Project > Export** dialog, **Custom Build** needs to be enabled:" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:271 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:277 msgid "From now on, attempting to export the project or one-click deploy will call the `Gradle `__ build system to generate fresh templates (this window will appear every time):" msgstr "" -#: ../../docs/getting_started/workflow/export/android_custom_build.rst:277 +#: ../../docs/getting_started/workflow/export/android_custom_build.rst:283 msgid "The templates built will be used automatically afterwards, so no further configuration is needed." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 627411bc8c..eeab43f1de 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -76,23 +76,31 @@ msgstr "" msgid "After downloading, you need to tell Godot the path to the rcedit executable on your computer. Go to **Editor → Editor Settings → Export → Windows**. Click on the folder icon for the **rcedit** entry. Navigate to and select the rcedit executable." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:72 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:74 msgid "Linux and macOS users will also need to install `WINE `_ to use rcedit." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:77 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:79 msgid "You should now have everything in place to change the file icon. To do that, you will need to specify the icon when exporting. Go to **Project → Export**. Assuming you have already created a Windows Desktop preset, select your icon in ICO format in the **Application → Icon** field." msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:86 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:89 +msgid "If rcedit fails to change the icon, you can instead :ref:`compile your own Windows export templates ` with the icon changed. To do so, replace `platform/windows/godot.ico `__ with your own ICO file *before* compiling export templates." +msgstr "" + +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:95 +msgid "Once this is done, you can specify your export templates as custom export templates in your project's Windows export preset." +msgstr "" + +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:99 msgid "Testing the result" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:88 +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:101 msgid "You can now export the project. If it worked correctly, you should see this:" msgstr "" -#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:92 -msgid "if your icon isn't showing up properly, on Windows 10, try clearing the icon cache. To do so, open `Run` and call the command ``ie4uinit.exe -ClearIconCache`` or ``ie4uinit.exe -show``." +#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:107 +msgid "If your icon isn't showing up properly, on Windows 10, try clearing the icon cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 3bf5580a45..a6ffdf3bde 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot index 618623f9b5..f4f8b2af3f 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 1c7ea8865a..c81fb0ab79 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 4e8716eac5..6c596ac75c 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index e89ea6096a..cb910eaca7 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index c89afba0b5..1646522dd3 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -6,9 +6,9 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 3.2\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-09-09 13:27+0200\n" +"POT-Creation-Date: 2020-09-28 16:14+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,254 +33,254 @@ msgid "Many browsers, including Firefox and Chromium-based browsers, will not lo msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:19 -msgid "Python offers an easy method to start a local server. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working directory at ``http://localhost:8000``." +msgid "Python offers an easy method to start a local server. Use ``python -m http.server 8000 --bind 127.0.0.1`` with Python 3 to serve the current working directory at ``http://localhost:8000``. `Refer to MDN for additional information `__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:23 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:24 msgid "`There are significant bugs when running HTML5 projects on iOS `__ (regardless of the browser). We recommend using :ref:`iOS' native export functionality ` instead, as it will also result in better performance." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:29 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:30 msgid "WebGL 2" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:31 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:32 msgid "Until the *OpenGL ES 3* renderer is removed from Godot in favor of *Vulkan*, HTML5 export uses *WebGL 2* when the *GLES3* option is selected." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:34 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:35 msgid "Using WebGL 2 is not recommended due to its expected removal from Godot without replacement." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:37 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:38 msgid "WebGL 2 is not supported in all browsers. **Firefox** and **Chromium** (Chrome, Opera) are the most popular supported browsers, **Safari** and **Edge** do not work. On **iOS**, all browsers are based on WebKit (i.e. Safari), so they will also not work." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:43 msgid "Godot's WebGL 2 renderer has issues with 3D and is no longer maintained." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:45 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:46 msgid "Limitations" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:48 msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:52 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:53 msgid "Using cookies for data persistence" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:54 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:55 msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:59 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:60 msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:64 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:65 msgid "Full screen and mouse capture" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:66 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:67 msgid "Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:74 msgid "For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:78 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:79 msgid "Audio autoplay" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:80 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:81 msgid "Chrome restricts how websites may play audio. It may be necessary for the player to click or tap or press a key to enable audio." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:83 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:84 msgid "Google offers additional information about their `Web Audio autoplay policies `__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:87 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:88 msgid ":ref:`class_HTTPClient` and :ref:`class_HTTPRequest`" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:90 msgid "The HTTP classes have several restrictions on the HTML5 platform:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:91 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92 msgid "Accessing or changing the ``StreamPeer`` is not possible" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:93 msgid "Threaded/Blocking mode is not available" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:93 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:94 msgid "Cannot progress more than once per frame, so polling in a loop will freeze" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:94 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:95 msgid "No chunked responses" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:95 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96 msgid "Host verification cannot be disabled" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:96 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:97 msgid "Subject to `same-origin policy `__" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:99 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:100 msgid "Exported ``.html`` file must not be reused" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:101 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:102 msgid "Each project must generate their own HTML file. On export, several text placeholders are replaced in the **generated HTML file** specifically for the given export options. Any direct modifications to the **generated HTML file** will be lost in future exports. To customize the generated file, see :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:105 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:106 msgid "Boot splash is not displayed" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:107 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:108 msgid "The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so :ref:`custom HTML pages ` can display it." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:113 msgid "Shader language limitations" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:115 msgid "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn't support dynamic loops, so shaders using those won't work there." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119 msgid "Unimplemented functionality" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:121 msgid "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 msgid "Threads" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 msgid "GDNative" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 msgid "C#" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "Clipboard synchronization between engine and operating system" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:127 msgid "Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:129 msgid "Check the `list of open HTML5 issues on GitHub `__ to see if the functionality you're interested in has an issue yet. If not, open one to communicate your interest." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:135 msgid "Serving the files" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:137 msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:141 msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time, its name is never depended on by default." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:144 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:145 msgid "The HTML page draws the game at maximum size within the browser window. This way it can be inserted into an ``