Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2018-06-28 18:44:19 +02:00
parent f2f37510a9
commit 0e08d0dfc9
1836 changed files with 12048 additions and 8387 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -165,7 +165,6 @@ msgstr ""
"64 Bit als Standard."
#: ../../docs/about/faq.rst:53
#, fuzzy
msgid ""
"Some users also report building and using Godot successfully on ARM-based "
"systems with Linux, like the Raspberry Pi. There is also some unofficial "
@@ -173,8 +172,8 @@ msgid ""
"included in the default build scripts or export templates, however."
msgstr ""
"Laut manchen Nutzern lässt sich Godot auch erfolgreich auf ARM-basierten "
"Systemen mit Linux wie dem Raspberry Pi kompilieren und verwenden. Auch gibt "
"es Ports für Konsolen von Drittanbietern. Allerdings ist nichts davon "
"Systemen mit Linux, wie dem Raspberry Pi kompilieren und verwenden. Auch "
"gibt es Ports für Konsolen von Drittanbietern. Allerdings ist nichts davon "
"standardmäßig in den Buildskripten oder Exportvorlagen enthalten."
#: ../../docs/about/faq.rst:57
@@ -252,17 +251,18 @@ msgstr ""
"Vorteile selbst anzusehen."
#: ../../docs/about/faq.rst:85
#, fuzzy
msgid ""
"GDScript is designed to integrate from the ground to the way Godot works, "
"more than any other language, and is simple and easy to learn. Takes at most "
"a day or two to get comfortable and it's easy to see the benefits once you "
"do. Please make the effort to learn GDScript, you will not regret it."
msgstr ""
"GDScript wurde entworfen, um sich perfekt in Godot und dessen Funktionsweise "
"zu integrieren, und ist gleichzeitig einfach gehalten, um das Erlernen so "
"simpel wie möglich zu gestalten. Bitze mache dir die Mühe, GDScript zu "
"lernen, du wirst es nicht bereuen."
"GDScript ist so konzipiert, dass es sich von Grund auf in die Funktionsweise "
"von Godot integrieren lässt, mehr als jede andere Sprache, und ist einfach "
"und leicht zu erlernen. Es dauert höchstens ein oder zwei Tage, um sich an "
"sie zu gewöhnen, und es ist einfach, die Vorteile zu sehen, wenn man sie "
"erst einmal gelernt hat. Bitte machen Sie sich die Mühe, GDScript zu "
"erlernen, Sie werden es nicht bereuen."
#: ../../docs/about/faq.rst:91
msgid ""
@@ -448,7 +448,6 @@ msgstr ""
"<http://opensource.org/licenses/MIT>`_ von Godot ist."
#: ../../docs/about/faq.rst:158
#, fuzzy
msgid ""
"That said, Godot's Collada support is good, please use the `OpenCollada "
"<https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ "
@@ -456,11 +455,11 @@ msgid ""
"are using Blender, take a look at our own `Better Collada Exporter <https://"
"godotengine.org/download>`_."
msgstr ""
"Stattdessen ist Godots Unterstützung für Collada wirklich gut, bitte "
"verwende den `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/"
"OpenCOLLADA-Tools>`_ Exporter für maximale Kompatibilität, falls du Maya "
"oder 3DS max nutzt. Verwendest du Blender, dann schaue dir unseren eigenen "
"`Better Collada Exporter <https://godotengine.org/download>`_ an."
"Das heißt, die Unterstützung von Godot für Collada ist wirklich gut, bitte "
"verwenden Sie den `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/"
"wiki/OpenCOLLADA-Tools>`_ Exporter für maximale Kompatibilität, falls Sie "
"Maya oder 3DS Max nutzen. Verwenden Sie Blender, dann schaue Sie unseren "
"eigenen `Better Collada Exporter <https://godotengine.org/download>`_ an."
#: ../../docs/about/faq.rst:164
msgid "Also, glTF support was added in Godot 3.0."

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -106,11 +106,11 @@ msgid ""
"your version of Python (check via ``python --version`` mentioned above)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:58
#: ../../docs/development/compiling/compiling_for_windows.rst:60
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:60
#: ../../docs/development/compiling/compiling_for_windows.rst:62
msgid ""
"If installing Visual Studio 2015 or later, make sure to run **Custom** "
"installation, not **Typical** and select C++ as language there (and any "
@@ -120,7 +120,7 @@ msgid ""
">`__ in Visual Studio 2015."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:66
#: ../../docs/development/compiling/compiling_for_windows.rst:68
msgid ""
"If you have already made the mistake of installing a **Typical**, "
"installation, rerun the executable installer you downloaded from internet, "
@@ -129,41 +129,41 @@ msgid ""
"nothing for your problem."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:72
#: ../../docs/development/compiling/compiling_for_windows.rst:74
msgid ""
"If you're using Express, make sure you get/have a version that can compile "
"for ***C++, Desktop***."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:76
#: ../../docs/development/compiling/compiling_for_windows.rst:78
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:78
#: ../../docs/development/compiling/compiling_for_windows.rst:80
msgid ""
"`Godot's <https://github.com/godotengine/godot>`__ source is hosted on "
"GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is "
"recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:81
#: ../../docs/development/compiling/compiling_for_windows.rst:83
msgid ""
"The tutorial will presume from now on that you placed the source into ``C:"
"\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:85
#: ../../docs/development/compiling/compiling_for_windows.rst:87
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:87
#: ../../docs/development/compiling/compiling_for_windows.rst:89
msgid ""
"SCons will not be able out of the box to compile from the Windows Command "
"Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able "
"to locate environment variables and executables they need for compilation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:92
#: ../../docs/development/compiling/compiling_for_windows.rst:94
msgid ""
"Therefore, you need to start a Visual Studio command prompt. It sets up "
"environment variables needed by SCons to locate the compiler. It should be "
@@ -171,63 +171,63 @@ msgid ""
"Visual Studio):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
#: ../../docs/development/compiling/compiling_for_windows.rst:99
msgid "\"Developer Command Prompt for VS2013\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:98
#: ../../docs/development/compiling/compiling_for_windows.rst:100
msgid "\"VS2013 x64 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
#: ../../docs/development/compiling/compiling_for_windows.rst:101
msgid "\"VS2013 x86 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:100
#: ../../docs/development/compiling/compiling_for_windows.rst:102
msgid "\"VS2013 x64 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:101
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid "\"VS2013 x86 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
#: ../../docs/development/compiling/compiling_for_windows.rst:105
msgid ""
"You should be able to find at least the Developer Command Prompt for your "
"version of Visual Studio in your start menu."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid ""
"However Visual Studio sometimes seems to not install some of the above "
"shortcuts, except the Developer Console at these locations that are "
"automatically searched by the start menu search option:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
#: ../../docs/development/compiling/compiling_for_windows.rst:118
msgid ""
"If you found the Developer Console, it will do for now to create a 32-bit "
"version of Godot, but if you want the 64-bit version, you might need to "
"setup the prompts manually for easy access."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:120
#: ../../docs/development/compiling/compiling_for_windows.rst:122
msgid ""
"If you don't see some of the shortcuts, \"How the prompts actually work\" "
"section below will explain how to setup these prompts if you need them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:124
#: ../../docs/development/compiling/compiling_for_windows.rst:126
msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
#: ../../docs/development/compiling/compiling_for_windows.rst:128
msgid ""
"There is a few things you need to know about these consoles and the Visual C+"
"+ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:129
#: ../../docs/development/compiling/compiling_for_windows.rst:131
msgid ""
"Your Visual Studio installation will ship with several Visual C++ compilers, "
"them being more or less identical, however each ``cl.exe`` (Visual C++ "
@@ -235,13 +235,13 @@ msgid ""
"bit x86; the ARM compiler is not supported)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:134
#: ../../docs/development/compiling/compiling_for_windows.rst:136
msgid ""
"The **Developer Command Prompt** will build a 32-bit version of Godot by "
"using the 32-bit Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:137
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid ""
"**Native Tools** Prompts (mentioned above) are used when you want the 32-bit "
"cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For "
@@ -249,7 +249,7 @@ msgid ""
"Command Prompt)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:142
#: ../../docs/development/compiling/compiling_for_windows.rst:144
msgid ""
"The **Cross Tools** are used when your Windows is using one architecture (32-"
"bit, for example) and you need to compile to a different architecture (64-"
@@ -257,24 +257,24 @@ msgid ""
"executables, but you still might need to compile for them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
#: ../../docs/development/compiling/compiling_for_windows.rst:149
msgid "For example:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:151
msgid ""
"\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will "
"compile a 64 bit application."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
#: ../../docs/development/compiling/compiling_for_windows.rst:154
msgid ""
"\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will "
"compile a 32-bit application. This one is useful if you are running a 32-bit "
"Windows."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:156
#: ../../docs/development/compiling/compiling_for_windows.rst:158
msgid ""
"On a 64-bit Windows, you can run any of above prompts and compilers (``cl."
"exe`` executables) because 64-bit Windows can run any 32-bit application. 32-"
@@ -282,30 +282,30 @@ msgid ""
"won't even install shortcuts for some of these prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:162
#: ../../docs/development/compiling/compiling_for_windows.rst:164
msgid ""
"Note that you need to choose the **Developer Console** or the correct "
"**Tools Prompt** to build Godot for the correct architecture. Use only "
"Native Prompts if you are not sure yet what exactly Cross Compile Prompts do."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:168
#: ../../docs/development/compiling/compiling_for_windows.rst:170
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:170
#: ../../docs/development/compiling/compiling_for_windows.rst:172
msgid ""
"Once inside the **Developer Console/Tools Console Prompt**, go to the root "
"directory of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:177
#: ../../docs/development/compiling/compiling_for_windows.rst:179
msgid ""
"Tip: if you installed \"Pywin32 Python Extension\" you can append the -j "
"command to instruct SCons to run parallel builds like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:184
#: ../../docs/development/compiling/compiling_for_windows.rst:186
msgid ""
"In general, it is OK to have at least as many threads compiling Godot as you "
"have cores in your CPU, if not one or two more. Feel free to add the -j "
@@ -313,7 +313,7 @@ msgid ""
"Extension\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:189
#: ../../docs/development/compiling/compiling_for_windows.rst:191
msgid ""
"If all goes well, the resulting binary executable will be placed in ``C:"
"\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot."
@@ -322,17 +322,17 @@ msgid ""
"corresponding executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:195
#: ../../docs/development/compiling/compiling_for_windows.rst:197
msgid ""
"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_windows.rst:199
#: ../../docs/development/compiling/compiling_for_windows.rst:201
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
#: ../../docs/development/compiling/compiling_for_windows.rst:203
msgid ""
"The Visual Studio command prompts are just shortcuts that call the standard "
"Command Prompt and have it run a batch file before giving you control. The "
@@ -343,46 +343,46 @@ msgid ""
"enables are needed by Godot/SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:209
#: ../../docs/development/compiling/compiling_for_windows.rst:211
msgid ""
"Since you are probably using Visual Studio 2013 or 2015, if you need to "
"recreate them manually, use the below folders, or place them on the desktop/"
"taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:218
#: ../../docs/development/compiling/compiling_for_windows.rst:220
msgid ""
"Start the creation of the shortcut by pressing the ``right mouse button/New/"
"Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:221
#: ../../docs/development/compiling/compiling_for_windows.rst:223
msgid ""
"Then copy one of these commands below for the corresponding tool you need "
"into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and "
"fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:225
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:226
#: ../../docs/development/compiling/compiling_for_windows.rst:228
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
#: ../../docs/development/compiling/compiling_for_windows.rst:229
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:246
#: ../../docs/development/compiling/compiling_for_windows.rst:248
msgid ""
"After you create the shortcut, in the shortcut's properties, that you can "
"access by right clicking with your mouse on the shortcut itself, you can "
"choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:251
#: ../../docs/development/compiling/compiling_for_windows.rst:253
msgid ""
"Some of these shortcuts (namely the 64-bit compilers) seem to not be "
"available in the Express edition of Visual Studio or Visual C++. Before "
@@ -391,68 +391,68 @@ msgid ""
"architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:272
#: ../../docs/development/compiling/compiling_for_windows.rst:274
msgid ""
"In case you are wondering what these prompt shortcuts do, they call ``cmd."
"exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:284
#: ../../docs/development/compiling/compiling_for_windows.rst:286
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:286
#: ../../docs/development/compiling/compiling_for_windows.rst:288
msgid ""
"If you just need to run the compilation process via a Batch file or directly "
"in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:294
#: ../../docs/development/compiling/compiling_for_windows.rst:296
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:296
#: ../../docs/development/compiling/compiling_for_windows.rst:298
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:297
#: ../../docs/development/compiling/compiling_for_windows.rst:299
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:298
#: ../../docs/development/compiling/compiling_for_windows.rst:300
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:299
#: ../../docs/development/compiling/compiling_for_windows.rst:301
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:301
#: ../../docs/development/compiling/compiling_for_windows.rst:303
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:307
#: ../../docs/development/compiling/compiling_for_windows.rst:309
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:318
#: ../../docs/development/compiling/compiling_for_windows.rst:320
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:320
#: ../../docs/development/compiling/compiling_for_windows.rst:322
msgid ""
"For most projects, using only scripting is enough but when development in C+"
"+ is needed, for creating modules or extending the engine, working with an "
"IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:324
#: ../../docs/development/compiling/compiling_for_windows.rst:326
msgid ""
"You can create a Visual Studio solution via SCons by running SCons with the "
"``vsproj=yes`` parameter, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:331
#: ../../docs/development/compiling/compiling_for_windows.rst:333
msgid ""
"You will be able to open Godot's source in a Visual Studio solution now, and "
"able to build Godot via the Visual Studio **Build** button. However, make "
@@ -460,7 +460,7 @@ msgid ""
"properly."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:336
#: ../../docs/development/compiling/compiling_for_windows.rst:338
msgid ""
"If you need to edit the compilation commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
@@ -469,11 +469,11 @@ msgid ""
"They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:343
#: ../../docs/development/compiling/compiling_for_windows.rst:345
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:345
#: ../../docs/development/compiling/compiling_for_windows.rst:347
msgid ""
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
"mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit "
@@ -481,106 +481,106 @@ msgid ""
"known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:350
#: ../../docs/development/compiling/compiling_for_windows.rst:352
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:354
#: ../../docs/development/compiling/compiling_for_windows.rst:356
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:358
#: ../../docs/development/compiling/compiling_for_windows.rst:360
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:362
#: ../../docs/development/compiling/compiling_for_windows.rst:364
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:366
#: ../../docs/development/compiling/compiling_for_windows.rst:368
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:371
#: ../../docs/development/compiling/compiling_for_windows.rst:373
msgid ""
"Before allowing you to attempt the compilation, SCons will check for the "
"following binaries in your ``$PATH``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:379
#: ../../docs/development/compiling/compiling_for_windows.rst:381
msgid ""
"If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you "
"can define the following environment variables to give a hint to the build "
"system:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:388
#: ../../docs/development/compiling/compiling_for_windows.rst:390
msgid ""
"To make sure you are doing things correctly, executing the following in the "
"shell should result in a working compiler (the version output may differ "
"based on your system):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:398
#: ../../docs/development/compiling/compiling_for_windows.rst:400
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:400
#: ../../docs/development/compiling/compiling_for_windows.rst:402
msgid ""
"Cross-compiling from some versions of Ubuntu may lead to `this bug <https://"
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
"lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:403
#: ../../docs/development/compiling/compiling_for_windows.rst:405
msgid ""
"You can change that configuration following those instructions, for 32-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:413
#: ../../docs/development/compiling/compiling_for_windows.rst:415
msgid "And for 64-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:423
#: ../../docs/development/compiling/compiling_for_windows.rst:425
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:425
#: ../../docs/development/compiling/compiling_for_windows.rst:427
msgid ""
"Windows export templates are created by compiling Godot as release, with the "
"following flags:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:428
#: ../../docs/development/compiling/compiling_for_windows.rst:430
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:435
#: ../../docs/development/compiling/compiling_for_windows.rst:437
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:442
#: ../../docs/development/compiling/compiling_for_windows.rst:444
msgid ""
"(using the Visual Studio command prompts for the correct architecture, "
"notice the lack of bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:450
#: ../../docs/development/compiling/compiling_for_windows.rst:452
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:456
#: ../../docs/development/compiling/compiling_for_windows.rst:458
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:465
#: ../../docs/development/compiling/compiling_for_windows.rst:467
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_windows.rst:471
#: ../../docs/development/compiling/compiling_for_windows.rst:473
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 "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,87 +27,54 @@ msgid ""
"and :ref:`compiled <toc-devel-compiling>` Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:10
msgid "Kdevelop"
#: ../../docs/development/cpp/configuring_an_ide.rst:9
msgid ""
"You can easily develop Godot with any text editor and by invoking ``scons`` "
"on the command line, but if you want to work with an IDE (Integrated "
"Development Environment), here are setup instructions for some popular ones:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:12
#: ../../docs/development/cpp/configuring_an_ide.rst:13
msgid ""
"It is a free, open source IDE (Integrated Development Environment) for "
"Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors."
":ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:14
msgid ""
":ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:15
msgid ""
"You can find a video tutorial `here <https://www.youtube.com/watch?"
"v=yNVoWQi9TJA>`_. Or you may follow this text version tutorial."
msgid ":ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:16
msgid ":ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:18
msgid "Start by opening Kdevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:22
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:26
msgid "For the build system, choose \"custom build system\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:30
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:34
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:48
msgid ""
"Apply the changes then switch to the \"Custom Buildsystem\" tab. Leave the "
"build directory blank. Enable build tools and add ``scons`` as the "
"executable and add ``platform=x11 target=debug`` (``platform=osx`` if you're "
"on OS X)."
"It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:55
msgid ""
"Next we need to tell KDevelop where to find the binary. From the \"run\" "
"menu, choose \"Configure Launches\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:60
msgid ""
"Click \"Add new\" if no launcher exists. Then add the path to your "
"executable in the executable section. Your executable should be located in "
"the ``bin/`` sub-directory and should be named something like ``godot.x11."
"tools.64`` (the name could be different depending on your platform and "
"depending on your build options)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:68
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:71
#: ../../docs/development/cpp/configuring_an_ide.rst:23
#, fuzzy
msgid "Qt Creator"
msgstr "Iterator"
#: ../../docs/development/cpp/configuring_an_ide.rst:74
#: ../../docs/development/cpp/configuring_an_ide.rst:26
msgid "Importing the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:76
#: ../../docs/development/cpp/configuring_an_ide.rst:28
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:80
#: ../../docs/development/cpp/configuring_an_ide.rst:32
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:84
#: ../../docs/development/cpp/configuring_an_ide.rst:36
msgid ""
"Here you can choose which folders and files will be visible to the project. "
"C/C++ files are added automatically. Potentially useful additions: \\*.py "
@@ -115,77 +82,81 @@ msgid ""
"Click \"Next\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:90
#: ../../docs/development/cpp/configuring_an_ide.rst:42
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:91
#: ../../docs/development/cpp/configuring_an_ide.rst:43
msgid ""
"Add a line containing ``.`` to *project_name.includes* to get working code "
"completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:96
#: ../../docs/development/cpp/configuring_an_ide.rst:48
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:98
#: ../../docs/development/cpp/configuring_an_ide.rst:50
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:100
#: ../../docs/development/cpp/configuring_an_ide.rst:52
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:101
#: ../../docs/development/cpp/configuring_an_ide.rst:53
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:105
#: ../../docs/development/cpp/configuring_an_ide.rst:57
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:109
msgid "Type ``scons`` in the *Command* field."
#: ../../docs/development/cpp/configuring_an_ide.rst:61
msgid ""
"Type ``scons`` in the *Command* field. If it fails with 'Could not start "
"process \"scons\"', it can mean that ``scons`` is not in your ``PATH`` "
"environment variable, so you may have to use the full path to the SCons "
"binary."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:110
#: ../../docs/development/cpp/configuring_an_ide.rst:64
msgid ""
"Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 "
"target=debug -j 4``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:114
#: ../../docs/development/cpp/configuring_an_ide.rst:68
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:116
#: ../../docs/development/cpp/configuring_an_ide.rst:70
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:117
#: ../../docs/development/cpp/configuring_an_ide.rst:71
msgid ""
"Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/"
"godot.x11.opt.tools.64``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:118
#: ../../docs/development/cpp/configuring_an_ide.rst:72
msgid ""
"If you want to run a specific game or project, point *Working directory* to "
"the game directory."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:119
#: ../../docs/development/cpp/configuring_an_ide.rst:73
msgid ""
"If you want to run the editor, add ``-e`` to the *Command line arguments* "
"field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:124
#: ../../docs/development/cpp/configuring_an_ide.rst:78
msgid "Updating Sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:126
#: ../../docs/development/cpp/configuring_an_ide.rst:80
msgid ""
"As a developer you usually want to frequently pull the latest commits from "
"the upstream git repository or a specific fork etc. However this brings a "
@@ -196,7 +167,7 @@ msgid ""
"root folder in the \"Projects View\" and click on \"Edit files...\""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:136
#: ../../docs/development/cpp/configuring_an_ide.rst:90
msgid ""
"Now a new dialog should appear that is similar in functionality to the one "
"in the third step of the \"Importing the project\" section. Here now you can "
@@ -206,190 +177,253 @@ msgid ""
"work."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:144
msgid "Xcode"
#: ../../docs/development/cpp/configuring_an_ide.rst:100
msgid "Kdevelop"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:147
msgid "Project Setup"
#: ../../docs/development/cpp/configuring_an_ide.rst:102
msgid ""
"`Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all "
"desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:104
msgid ""
"You can find a video tutorial `here <https://www.youtube.com/watch?"
"v=yNVoWQi9TJA>`_. Or you may follow this text version tutorial."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:107
msgid "Start by opening Kdevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:111
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:115
msgid "For the build system, choose \"custom build system\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:119
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:123
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:137
msgid ""
"Apply the changes then switch to the \"Custom Buildsystem\" tab. Leave the "
"build directory blank. Enable build tools and add ``scons`` as the "
"executable and add ``platform=x11 target=debug`` (``platform=osx`` if you're "
"on OS X)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:144
msgid ""
"Next we need to tell KDevelop where to find the binary. From the \"run\" "
"menu, choose \"Configure Launches\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:149
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:153
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:155
msgid "Modify Build Target's Xcode Info Tab:"
msgid ""
"Click \"Add new\" if no launcher exists. Then add the path to your "
"executable in the executable section. Your executable should be located in "
"the ``bin/`` sub-directory and should be named something like ``godot.x11."
"tools.64`` (the name could be different depending on your platform and "
"depending on your build options)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:157
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:163
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:166
msgid "Project Setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:168
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:172
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:174
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:176
msgid ""
"Set *Arguments* to something like: platform=osx tools=yes bits=64 "
"target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:158
#: ../../docs/development/cpp/configuring_an_ide.rst:177
msgid ""
"Set *Directory* to the path to Godot's source folder. Keep it blank if "
"project is already there."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:159
#: ../../docs/development/cpp/configuring_an_ide.rst:178
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:163
#: ../../docs/development/cpp/configuring_an_ide.rst:182
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:165
#: ../../docs/development/cpp/configuring_an_ide.rst:184
msgid ""
"Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:171
#: ../../docs/development/cpp/configuring_an_ide.rst:190
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:172
#: ../../docs/development/cpp/configuring_an_ide.rst:191
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:173
#: ../../docs/development/cpp/configuring_an_ide.rst:192
msgid ""
"Goto the newly created target's *Build Settings* tab and search for *Header "
"Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:174
#: ../../docs/development/cpp/configuring_an_ide.rst:193
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:175
#: ../../docs/development/cpp/configuring_an_ide.rst:194
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:176
#: ../../docs/development/cpp/configuring_an_ide.rst:195
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:178
#: ../../docs/development/cpp/configuring_an_ide.rst:197
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:180
#: ../../docs/development/cpp/configuring_an_ide.rst:199
msgid "Drag and drop godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:181
#: ../../docs/development/cpp/configuring_an_ide.rst:200
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:185
#: ../../docs/development/cpp/configuring_an_ide.rst:204
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:186
#: ../../docs/development/cpp/configuring_an_ide.rst:205
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:190
#: ../../docs/development/cpp/configuring_an_ide.rst:209
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:191
#: ../../docs/development/cpp/configuring_an_ide.rst:210
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:192
#: ../../docs/development/cpp/configuring_an_ide.rst:211
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:193
#: ../../docs/development/cpp/configuring_an_ide.rst:212
msgid ""
"You should have jump to definition, auto completion, and full syntax "
"highlighting when it is done."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:196
#: ../../docs/development/cpp/configuring_an_ide.rst:215
msgid "Scheme Setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:198
#: ../../docs/development/cpp/configuring_an_ide.rst:217
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:200
#: ../../docs/development/cpp/configuring_an_ide.rst:219
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:201
#: ../../docs/development/cpp/configuring_an_ide.rst:220
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:202
#: ../../docs/development/cpp/configuring_an_ide.rst:221
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:203
#: ../../docs/development/cpp/configuring_an_ide.rst:222
msgid ""
"Add a new script run action, select your project in ``Provide build settings "
"from`` as this allows you to use ``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:207
#: ../../docs/development/cpp/configuring_an_ide.rst:226
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:208
#: ../../docs/development/cpp/configuring_an_ide.rst:227
msgid ""
"e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/"
"godot/bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:209
#: ../../docs/development/cpp/configuring_an_ide.rst:228
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:211
#: ../../docs/development/cpp/configuring_an_ide.rst:230
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:213
#: ../../docs/development/cpp/configuring_an_ide.rst:232
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:214
#: ../../docs/development/cpp/configuring_an_ide.rst:233
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:218
#: ../../docs/development/cpp/configuring_an_ide.rst:237
msgid ""
"Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:219
#: ../../docs/development/cpp/configuring_an_ide.rst:238
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:220
#: ../../docs/development/cpp/configuring_an_ide.rst:239
msgid ""
"You can go to *Arguments* tab and add an -e and a -path to a project to "
"debug the editor not the project selection screen"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:223
#: ../../docs/development/cpp/configuring_an_ide.rst:242
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:225
#: ../../docs/development/cpp/configuring_an_ide.rst:244
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:226
#: ../../docs/development/cpp/configuring_an_ide.rst:245
msgid "It should break at the point!"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -19,7 +19,7 @@ msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:4
#, fuzzy
msgid "Custom Godot Servers"
msgid "Custom Godot servers"
msgstr "Benutzerdefinierte Iteratoren"
#: ../../docs/development/cpp/custom_godot_servers.rst:7
@@ -28,191 +28,195 @@ msgstr "Einführung"
#: ../../docs/development/cpp/custom_godot_servers.rst:9
msgid ""
"Godot implements multi threading as servers. Servers are daemons which "
"manages data, processes, and pushes the result. Server implements the "
"Godot implements multi-threading as servers. Servers are daemons which "
"manages data, processes, and pushes the result. Servers implement the "
"mediator pattern which interprets resource ID and process data for the "
"engine and other modules. In addition, the server claims ownership for its "
"RID allocations."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:16
#: ../../docs/development/cpp/custom_godot_servers.rst:15
msgid ""
"This guide assumes the reader knows how to create C++ modules and godot data "
"types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`."
"This guide assumes the reader knows how to create C++ modules and Godot data "
"types. If not, refer to :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:20
#: ../../docs/development/cpp/custom_godot_servers.rst:279
#: ../../docs/development/cpp/custom_godot_servers.rst:429
msgid "References:"
#: ../../docs/development/cpp/custom_godot_servers.rst:19
#: ../../docs/development/cpp/custom_godot_servers.rst:314
msgid "References"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:22
#: ../../docs/development/cpp/custom_godot_servers.rst:21
msgid ""
"`Why does Godot use Servers and RIDs? <https://godotengine.org/article/why-"
"`Why does Godot use servers and RIDs? <https://godotengine.org/article/why-"
"does-godot-use-servers-and-rids>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:24
msgid "`Sigleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
#: ../../docs/development/cpp/custom_godot_servers.rst:23
msgid "`Singleton pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:26
msgid "`Mediator Pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
#: ../../docs/development/cpp/custom_godot_servers.rst:25
msgid "`Mediator pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:29
#: ../../docs/development/cpp/custom_godot_servers.rst:28
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:30
msgid "Adding artificial intelligence."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:31
#, fuzzy
msgid "Adding AI"
msgstr "Abstand"
msgid "Adding custom asynchronous threads."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:32
msgid "Adding a custom asynchronous threads"
msgid "Adding support for a new input device."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:33
msgid "Adding Input support"
msgid "Adding writing threads."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:34
msgid "Adding writing threads"
msgid "Adding a custom VoIP protocol."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:35
msgid "Adding custom VOIP protocol"
msgid "And more..."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:36
msgid "etc."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:39
#: ../../docs/development/cpp/custom_godot_servers.rst:38
#, fuzzy
msgid "Creating a Godot Server"
msgid "Creating a Godot server"
msgstr "Erstellen eines C# Skripts"
#: ../../docs/development/cpp/custom_godot_servers.rst:41
#: ../../docs/development/cpp/custom_godot_servers.rst:40
msgid ""
"At minimum, a server must to have: a static instance, sleep timer, thread "
"loop, initialize state, and cleanup."
"At minimum, a server must have a static instance, a sleep timer, a thread "
"loop, an initialization state and a cleanup procedure."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:245
msgid "Custom Managed Resource Data"
#: ../../docs/development/cpp/custom_godot_servers.rst:272
msgid "Custom managed resource data"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:247
#: ../../docs/development/cpp/custom_godot_servers.rst:274
msgid ""
"Godot servers implement a mediator pattern. All data types inherit "
"``RID_Data``. `RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is "
"called. Only during debug mode, RID_Owner maintains a list of RID. In "
"practice, RID is similar to writing object oriented C code."
"``RID_Data``. ``RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is "
"called. During debug mode only, RID_Owner maintains a list of RIDs. In "
"practice, RIDs are similar to writing object-oriented C code."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:281
#: ../../docs/development/cpp/custom_godot_servers.rst:316
#, fuzzy
msgid ":ref:`RID<class_rid>`"
msgstr ":ref:`RID <class_RID>`"
#: ../../docs/development/cpp/custom_godot_servers.rst:282
#: ../../docs/development/cpp/custom_godot_servers.rst:317
msgid ""
"`core/rid.h <https://github.com/godotengine/godot/blob/master/core/rid.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:286
msgid "Registering the class to GDScript"
#: ../../docs/development/cpp/custom_godot_servers.rst:320
#, fuzzy
msgid "Registering the class in GDScript"
msgstr "Verwendung in GDScript"
#: ../../docs/development/cpp/custom_godot_servers.rst:322
msgid ""
"Servers are allocated in ``register_types.cpp``. The constructor sets the "
"static instance and ``init()`` creates the managed thread; "
"``unregister_types.cpp`` cleans up the server."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:288
#: ../../docs/development/cpp/custom_godot_servers.rst:326
msgid ""
"Server are allocated in ``register_types.cpp``. The constructor sets the "
"static instance and init creates the managed thread. ``unregister_types."
"cpp`` cleans up the server"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:292
msgid ""
"Since Godot Server class creates an instance and binds it to a static "
"Since a Godot server class creates an instance and binds it to a static "
"singleton, binding the class might not reference the correct instance. "
"Therefore, a dummy class must be created to reference the proper Godot "
"Server."
"server."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:296
#: ../../docs/development/cpp/custom_godot_servers.rst:330
msgid ""
"In ``register_godotserver_types()``, ``Engine::get_singleton()-"
">add_singleton`` is used to register the dummy class to GDScript."
"In ``register_server_types()``, ``Engine::get_singleton()->add_singleton`` "
"is used to register the dummy class in GDScript."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:338
#: ../../docs/development/cpp/custom_godot_servers.rst:372
msgid ""
"`servers/register_server_types.cpp <https://github.com/godotengine/godot/"
"blob/master/servers/register_server_types.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:341
#: ../../docs/development/cpp/custom_godot_servers.rst:375
msgid "Bind methods"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:343
#: ../../docs/development/cpp/custom_godot_servers.rst:377
msgid ""
"The dummy class binds singleton methods to gdscript. In most cases, the "
"The dummy class binds singleton methods to GDScript. In most cases, the "
"dummy class methods wraps around."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:351
#: ../../docs/development/cpp/custom_godot_servers.rst:385
#, fuzzy
msgid "Binding Signals"
msgstr "Signale"
#: ../../docs/development/cpp/custom_godot_servers.rst:353
#: ../../docs/development/cpp/custom_godot_servers.rst:387
msgid ""
"It is possible to emit signals to gdscript but calling the GDScript dummy "
"It is possible to emit signals to GDScript but calling the GDScript dummy "
"object."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:420
#: ../../docs/development/cpp/custom_godot_servers.rst:462
msgid "MessageQueue"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:422
#: ../../docs/development/cpp/custom_godot_servers.rst:464
msgid ""
"In order to send commands into scenetree, MessageQueue is a thread safe "
"In order to send commands into SceneTree, MessageQueue is a thread-safe "
"buffer to queue set and call methods for other threads. To queue a command, "
"obtain the target object RID and use either push_call, push_set, or "
"push_notification to execute the desired behavior. Queue will be flushed "
"whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` are executed."
"obtain the target object RID and use either ``push_call``, ``push_set``, or "
"``push_notification`` to execute the desired behavior. The queue will be "
"flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is "
"executed."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:431
#: ../../docs/development/cpp/custom_godot_servers.rst:471
msgid "References:"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:473
msgid ""
"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/master/"
"core/message_queue.cpp>`__"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:434
#: ../../docs/development/cpp/custom_godot_servers.rst:476
msgid "Summing it up"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:436
#: ../../docs/development/cpp/custom_godot_servers.rst:478
#, fuzzy
msgid "Here is the GDScript sample code"
msgid "Here is the GDScript sample code:"
msgstr "Versuche, das folgende GDScript-Beispiel zu verstehen::"
#: ../../docs/development/cpp/custom_godot_servers.rst:469
#: ../../docs/development/cpp/custom_godot_servers.rst:502
msgid "Notes"
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:471
#: ../../docs/development/cpp/custom_godot_servers.rst:504
msgid ""
"Actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert"
"%27s_paradox_of_the_Grand_Hotel>`__ is impossible"
"The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/Hilbert"
"%27s_paradox_of_the_Grand_Hotel>`__ is impossible."
msgstr ""
#: ../../docs/development/cpp/custom_godot_servers.rst:473
msgid "Connecting signal example code is pretty hacky"
#: ../../docs/development/cpp/custom_godot_servers.rst:505
msgid "Connecting signal example code is pretty hacky."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -299,6 +299,7 @@ msgstr ""
"Springt sofort zur nächsten Iteration der ``for`` oder ``while`` Schleife."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:178
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:995
msgid "pass"
msgstr "pass"
@@ -1566,15 +1567,66 @@ msgstr ""
"man normalerweise ``._init()`` nicht explizit aufrufen."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:949
msgid "If a parent constructor takes arguments, they are passed like this:"
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 ""
"Wenn der Elternkonstruktor Argumente benötigt, werden sie so übergeben:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:957
msgid "This is better explained through examples. Say we have this scenario:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979
#, fuzzy
msgid "There are a few things to keep in mind here:"
msgstr "Es gibt keine Nutzungsbeschränkung für Godot"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:981
msgid ""
"if the inherited class (``State.gd``) defines a ``_init`` constructor that "
"takes arguments (``e`` in this case) then the inheriting class (``Idle.gd``) "
"*has* to define ``_init`` as well and pass appropriate parameters to "
"``_init`` from ``State.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:984
msgid ""
"``Idle.gd`` can have a different number of arguments than the base class "
"``State.gd``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:985
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:987
msgid ""
"if ``Idle.gd``'s ``_init`` constructor takes 0 arguments it still needs to "
"pass some value to the ``State.gd`` base class even if it does nothing. "
"Which 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:995
msgid "::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992
msgid "# Idle.gd"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:995
msgid "func _init().(5):"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:998
msgid "Inner classes"
msgstr "Innere Klassen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:959
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1000
msgid ""
"A class file can contain inner classes. Inner classes are defined using the "
"``class`` keyword. They are instanced using the ``ClassName.new()`` function."
@@ -1583,11 +1635,11 @@ msgstr ""
"durch das ``class`` Schlüsselwort definiert. Sie werden mithilfe der "
"``Klassenname.new()``-Funktion instanziert."
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:979
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1020
msgid "Classes as resources"
msgstr "Klassen als Ressourcen"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:981
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022
msgid ""
"Classes stored as files are treated as :ref:`resources <class_GDScript>`. "
"They must be loaded from disk to access them in other classes. This is done "
@@ -1602,11 +1654,11 @@ msgstr ""
"geladenen Klassenressource erledigt man durch Aufruf der ``new``-Funktion "
"auf dem Klassenobjekt::"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:997
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1038
msgid "Exports"
msgstr "Exporte"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:999
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1040
msgid ""
"Class members can be exported. This means their value gets saved along with "
"the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached "
@@ -1614,13 +1666,13 @@ msgid ""
"Exporting is done by using the ``export`` keyword::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1008
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1049
msgid ""
"An exported variable must be initialized to a constant expression or have an "
"export hint in the form of an argument to the export keyword (see below)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1011
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1052
msgid ""
"One of the fundamental benefits of exporting member variables is to have "
"them visible and editable in the editor. This way artists and game designers "
@@ -1628,47 +1680,47 @@ msgid ""
"special export syntax is provided."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1138
msgid ""
"It must be noted that even if the script is not being run while at the "
"editor, the exported properties are still editable (see below for \"tool\")."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1143
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1104
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1145
msgid ""
"Integers used as bit flags can store multiple ``true``/``false`` (boolean) "
"values in one property. By using the export hint ``int, FLAGS``, they can be "
"set from the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1154
msgid ""
"Restricting the flags to a certain number of named flags is also possible. "
"The syntax is similar to the enumeration syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1121
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1162
msgid ""
"In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has "
"value 4 and ``Wind`` corresponds to value 8. Usually, constants should be "
"defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1167
msgid ""
"Using bit flags requires some understanding of bitwise operations. If in "
"doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1130
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1171
msgid "Exporting arrays"
msgstr "Arrays exportieren"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1173
msgid ""
"Exporting arrays works but with an important caveat: While regular arrays "
"are created local to every class instance, exported arrays are *shared* "
@@ -1677,24 +1729,24 @@ msgid ""
"initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
msgid "Setters/getters"
msgstr "Setter/Getter"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1171
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212
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:1174
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1215
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:1181
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1222
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`` "
@@ -1704,27 +1756,27 @@ msgid ""
"``return`` the desired value. Below is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1198
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1239
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1207
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1248
msgid ""
"Get/Setters are especially useful when exporting variables to editor in tool "
"scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251
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:1225
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
msgid "Tool mode"
msgstr "Werkzeug-Modus"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1268
msgid ""
"Scripts, by default, don't run inside the editor and only the exported "
"properties can be changed. In some cases it is desired that they do run "
@@ -1733,11 +1785,11 @@ msgid ""
"top of the file:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1242
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1283
msgid "Memory management"
msgstr "Speicher-Management"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1285
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 "
@@ -1748,55 +1800,55 @@ msgid ""
"weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1293
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:1257
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1298
msgid "Signals"
msgstr "Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1300
msgid ""
"It is often desired to send a notification that something happened in an "
"instance. GDScript supports creation of built-in Godot signals. Declaring a "
"signal in GDScript is easy using the `signal` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311
msgid ""
"These signals can be connected in the editor or from code like regular "
"signals. Take the instance of a class where the signal was declared and "
"connect it to the method of another instance:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1286
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1327
msgid ""
"It is also possible to bind arguments to a signal that lacks them with your "
"custom values:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1294
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid ""
"This is useful when a signal from many objects is connected to a single "
"callback and the sender must be identified:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1347
msgid ""
"Finally, emitting a custom signal is done by using the Object.emit_signal "
"method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1317
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1358
#, fuzzy
msgid "Coroutines with yield"
msgstr "Co-Routinen & Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1360
msgid ""
"GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/"
"Coroutine>`_ via the ``yield`` built-in function. Calling ``yield()`` will "
@@ -1806,43 +1858,43 @@ msgid ""
"returns. Once resumed the state object becomes invalid. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1341
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1382
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406
msgid "Will print:"
msgstr "Ausgabe:"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1349
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1390
msgid ""
"It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1415
msgid "Coroutines & signals"
msgstr "Co-Routinen & Signale"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1417
msgid ""
"The real strength of using ``yield`` is when combined with signals. "
"``yield`` can accept two parameters, 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:1391
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
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:1404
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1445
msgid ""
"``my_func`` will only continue execution once both the buttons are pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1448
msgid "Onready keyword"
msgstr "Onready Schlüsselwort"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1450
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 "
@@ -1850,7 +1902,7 @@ msgid ""
"call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1462
msgid ""
"This can get a little cumbersome, especially when nodes and external "
"references pile up. For this, GDScript has the ``onready`` keyword, that "
@@ -1858,12 +1910,12 @@ msgid ""
"replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1431
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1472
#, fuzzy
msgid "Assert keyword"
msgstr "Onready Schlüsselwort"
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1433
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1474
msgid ""
"The ``assert`` keyword can be used to check conditions in debug builds. "
"These assertions are ignored in non-debug builds."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -91,7 +91,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:46
msgid "|image0|"
msgstr ""
msgstr "|image0|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:48
msgid ""
@@ -103,7 +103,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:54
msgid "|image1|"
msgstr ""
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:56
msgid ""
@@ -126,7 +126,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:68
msgid "|image2|"
msgstr ""
msgstr "|image2|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:70
msgid ""
@@ -160,7 +160,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:88
msgid "|image3|"
msgstr ""
msgstr "|image3|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:90
msgid ""
@@ -180,7 +180,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:99
msgid "|image4|"
msgstr ""
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:101
msgid ""
@@ -262,7 +262,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:151
msgid "|image5|"
msgstr ""
msgstr "|image5|"
#: ../../docs/getting_started/step_by_step/godot_design_philosophy.rst:153
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:16
msgid "|image0|"
msgstr ""
msgstr "|image0|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:18
msgid ""
@@ -57,7 +57,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:21
msgid "|image1|"
msgstr ""
msgstr "|image1|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:23
msgid ""
@@ -69,7 +69,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:26
msgid "|image2|"
msgstr ""
msgstr "|image2|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:29
msgid "Create or import a project"
@@ -86,7 +86,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:34
msgid "|image3|"
msgstr ""
msgstr "|image3|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:36
msgid ""
@@ -98,7 +98,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:39
msgid "|image4|"
msgstr ""
msgstr "|image4|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:41
msgid ""
@@ -121,7 +121,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:48
msgid "|image5|"
msgstr ""
msgstr "|image5|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:50
msgid ""
@@ -129,18 +129,23 @@ msgid ""
"Locate the folder that contains the project or the ``project.godot`` file to "
"import and edit it."
msgstr ""
"Du kannst bereits existierende Projekte auf eine ähnliche Art importieren, "
"mithilfe des Import Buttons. Wähle das Verzeichnis welches das Projekt oder "
"die ``project.godot`` Datei enthält um es zu importieren und zu editieren."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:54
msgid "|image7|"
msgstr ""
msgstr "|image7|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:56
msgid "When the folder path is correct you'll see a green checkmark."
msgstr ""
"Wenn der Dateipfad zum Ordner korrekt ist, werden Sie einen grünen Haken "
"sehen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:58
msgid "|image8|"
msgstr ""
msgstr "|image8|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:61
msgid "Your first look at Godots editor"
@@ -155,41 +160,49 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:68
msgid "|image9|"
msgstr ""
msgstr "|image9|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:70
msgid "Now you should see this interface, with empty docks on the right side."
msgstr ""
"Nun sollten Sie diese Benutzeroberfläche mit leeren Docks auf der rechten "
"Seite sehen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:72
msgid "|image10|"
msgstr ""
msgstr "|image10|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:74
msgid ""
"At the top, from left to right, you can see the **main menus**, the "
"**workspaces**, and the **playtest buttons**."
msgstr ""
"Oben, von links nach rechts, sehen Sie die **Hauptmenüs**, die "
"**Arbeitsbereiche** und die **Playtest-Tasten**."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:77
msgid ""
"On the left side you have the **FileSystem dock**, where youll manage your "
"project files and assets."
msgstr ""
"Auf der linken Seite befindet sich das **FileSystem Dock**, wo Sie Ihre "
"Projektdateien und Assets verwalten können."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:80
msgid "|image11|"
msgstr ""
msgstr "|image11|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:82
msgid ""
"On the right side youll find the **Scene dock** that lists the active "
"scenes content and the **Inspector** in the bottom right corner."
msgstr ""
"Auf der rechten Seite befindet sich das **Scene Dock**, das den Inhalt der "
"aktiven Szene und den **Inspector** in der rechten unteren Ecke auflistet."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:85
msgid "|image12|"
msgstr ""
msgstr "|image12|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:87
msgid ""
@@ -200,7 +213,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:91
msgid "|image13|"
msgstr ""
msgstr "|image13|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:93
msgid ""
@@ -208,35 +221,44 @@ msgid ""
"editor, the audio mixer… They are wide and can take precious space. Thats "
"why theyre folded by default."
msgstr ""
"Das **Bottom Panel** ist der Host für die Debug-Konsole, den Animations-"
"Editor, den Audiomixer.... Sie sind breit und können wertvollen Platz "
"einnehmen. Deshalb werden sie standardmäßig zusammengeklappt."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:97
#, fuzzy
msgid "|image14|"
msgstr ""
msgstr "|image14|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:100
msgid "The workspaces"
msgstr ""
msgstr "Die Arbeitsbereiche"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:102
msgid ""
"You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib."
msgstr ""
msgstr "Oben sehen Sie vier Schaltflächen: 2D, 3D, Script und AssetLib."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105
msgid ""
"Youll use the **2D workspace** for all types of games. On top of 2D games "
"that is where youll build your interfaces. Press F1 to access it. |image15|"
msgstr ""
"Sie werden den **2D-Arbeitsbereich** für alle Arten von Spielen benutzen. "
"Zusätzlich zu den 2D-Spielen werden Sie dort Ihre Benutzeroberflächen "
"erstellen. Drücken Sie F1, um darauf zuzugreifen. |image15|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:109
msgid ""
"In the **3D workspace**, you can work with meshes, lights, and design levels "
"for 3D games. Press F2 to access it."
msgstr ""
"Im **3D-Arbeitsbereich** können Sie mit Meshes, Lichtern arbeiten und Level "
"für 3D-Spiele erstellen. Drücken Sie F2, um darauf zuzugreifen."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112
msgid "|image16|"
msgstr ""
msgstr "|image16|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:114
msgid ""
@@ -246,7 +268,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:116
msgid "|image20|"
msgstr ""
msgstr "|image20|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118
msgid ""
@@ -257,17 +279,21 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:122
msgid "|image17|"
msgstr ""
msgstr "|image17|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124
#, fuzzy
msgid ""
"Finally the **AssetLib** is a library of Free add-ons, scripts and assets to "
"use in your projects."
msgstr ""
"Zum Schluss die **AssetLib**, sie ist eine Bibliothek mit kostenlosen Add-"
"ons, Skripten und Assets, die Sie in Ihren Projekten verwenden können."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:128
#, fuzzy
msgid "Modify the interface"
msgstr ""
msgstr "Oberfläche bearbeiten"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:130
msgid ""
@@ -278,7 +304,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:135
msgid "Move and resize docks"
msgstr ""
msgstr "Docks verschieben und skalieren"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137
msgid ""
@@ -288,19 +314,24 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140
msgid "|image18|"
msgstr ""
msgstr "|image18|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142
msgid ""
"Click the three-dotted icon at the top of any dock to change its location."
msgstr ""
"Klicken Sie auf das drei-gepunktete Symbol am oberen Rand eines beliebigen "
"Docks, um seine Position zu ändern."
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145
msgid "|image19|"
msgstr ""
msgstr "|image19|"
#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147
#, fuzzy
msgid ""
"Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and "
"feel of the editor."
msgstr ""
"Gehen Sie zum Menü ```Editor`` und ```Editor Settings``, um das Aussehen des "
"Editors zu anzupassen."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -32,6 +32,10 @@ msgid ""
"jacket. Now, instead of making games, you create new and delicious recipes "
"for your guests."
msgstr ""
"Stellen Sie sich für eine Sekunde vor, dass Sie kein Spieleentwickler mehr "
"sind. Stattdessen sind Sie ein Koch! Wechseln Sie Ihr Hipster-Outfit gegen "
"eine Toque und eine Zweireiher-Jacke. Statt Spiele zu erstellen, kreieren "
"Sie jetzt neue und leckere Rezepte für Ihre Gäste."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:16
msgid ""
@@ -40,6 +44,10 @@ msgid ""
"it. This way, anyone can follow the recipe and savor your magnificent "
"creation."
msgstr ""
"Also, wie kreiert ein Koch ein Rezept? Rezepte sind in zwei Abschnitte "
"unterteilt: der erste beinhaltet die Zutaten und der zweite Anleitung. Auf "
"diese Weise kann jeder dem Rezept folgen und Ihre großartige Kreation "
"genießen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:21
msgid ""
@@ -68,11 +76,11 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:35
msgid "It has a name."
msgstr ""
msgstr "Er hat einen Namen."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:36
msgid "It has editable properties."
msgstr ""
msgstr "Er hat veränderbare Eigenschaften."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:37
msgid "It can receive a callback to process every frame."
@@ -108,7 +116,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:55
msgid "Scenes"
msgstr ""
msgstr "Szenen"
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:59
msgid ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -290,8 +290,8 @@ msgstr ""
msgid ""
"Repeat the operation for all ``TextureRect`` nodes. You should have the "
"logo, the illustration, the three menu options and the version note, each as "
"a separate node. Then, double click on each of the nodes in the Inspector to "
"rename them"
"a separate node. Then, double click on each of the nodes in the Scene tab to "
"rename them."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:174

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-06-18 08:58+0200\n"
"POT-Creation-Date: 2018-06-28 18:31+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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