Sync Sphinx and Weblate templates with current docs (4.5)

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Rémi Verschelde
2025-09-15 09:53:48 +02:00
parent d30a95d949
commit 0f2907ac97
488 changed files with 2036 additions and 1300 deletions

2
docs

Submodule docs updated: 7a0f3e8129...417bf9eb48

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -1651,29 +1651,37 @@ msgid "Print colored text to standard output on all platforms using :ref:`print_
msgstr ""
#: ../../docs/about/list_of_features.rst:779
msgid "Support for :ref:`C++ modules <doc_custom_modules_in_cpp>` statically linked into the engine binary."
msgstr ""
#: ../../docs/about/list_of_features.rst:781
msgid "Engine and editor written in C++17."
msgid "The editor can :ref:`detect features used in a project and create a compilation profile <doc_engine_compilation_configuration_editor>`, which can be used to create smaller export template binaries with unneeded features disabled."
msgstr ""
#: ../../docs/about/list_of_features.rst:783
msgid "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, Clang and MSVC. MinGW is also supported."
msgid "Support for :ref:`C++ modules <doc_custom_modules_in_cpp>` statically linked into the engine binary."
msgstr ""
#: ../../docs/about/list_of_features.rst:785
msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible."
#: ../../docs/about/list_of_features.rst:786
msgid "Most built-in modules can be disabled at compile-time to reduce binary size in custom builds. See :ref:`doc_optimizing_for_size` for details."
msgstr ""
#: ../../docs/about/list_of_features.rst:789
msgid "Licensed under the permissive MIT license."
msgid "Engine and editor written in C++17."
msgstr ""
#: ../../docs/about/list_of_features.rst:791
msgid "Can be :ref:`compiled <doc_introduction_to_the_buildsystem>` using GCC, Clang and MSVC. MinGW is also supported."
msgstr ""
#: ../../docs/about/list_of_features.rst:793
msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible."
msgstr ""
#: ../../docs/about/list_of_features.rst:797
msgid "Licensed under the permissive MIT license."
msgstr ""
#: ../../docs/about/list_of_features.rst:799
msgid "Open development process with `contributions welcome <https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html>`__."
msgstr ""
#: ../../docs/about/list_of_features.rst:795
#: ../../docs/about/list_of_features.rst:803
msgid "The `Godot proposals repository <https://github.com/godotengine/godot-proposals>`__ lists features that have been requested by the community and may be implemented in future Godot releases."
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -28,7 +28,7 @@ msgid "Godot allows extending the engine in a modular way. New modules can be cr
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:14
msgid "Modules are located in the ``modules/`` subdirectory of the build system. By default, dozens of modules are enabled, such as GDScript (which, yes, is not part of the base engine), the Mono runtime, a regular expressions module, and others. As many new modules as desired can be created and combined. The SCons build system will take care of it transparently."
msgid "Modules are located in the ``modules/`` subdirectory of the build system. By default, dozens of modules are enabled, such as GDScript (which, yes, is not part of the base engine), GridMap support, a regular expressions module, and others. As many new modules as desired can be created and combined. The SCons build system will take care of it transparently."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:22
@@ -59,407 +59,369 @@ msgstr ""
msgid "Write a whole, new game in C++ because you can't live without C++."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:35
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:37
msgid "While it is possible to use modules for custom game logic, :ref:`GDExtension <doc_gdextension>` is generally more suited as it doesn't require recompiling the engine after every code change."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:41
msgid "C++ modules are mainly needed when GDExtension doesn't suffice and deeper engine integration is required."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:45
msgid "Creating a new module"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:37
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:47
msgid "Before creating a module, make sure to :ref:`download the source code of Godot and compile it <toc-devel-compiling>`."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:40
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:50
msgid "To create a new module, the first step is creating a directory inside ``modules/``. If you want to maintain the module separately, you can checkout a different VCS into modules and use it."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:44
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:54
msgid "The example module will be called \"summator\" (``godot/modules/summator``). Inside we will create a summator class:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:47
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:57
msgid "godot/modules/summator/summator.h"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:70
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:80
msgid "And then the cpp file."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:72
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:82
msgid "godot/modules/summator/summator.cpp"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:99
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:109
msgid "Then, the new class needs to be registered somehow, so two more files need to be created:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:108
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:118
msgid "These files must be in the top-level folder of your module (next to your ``SCsub`` and ``config.py`` files) for the module to be registered properly."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:111
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:121
msgid "These files should contain the following:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:113
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:346
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:123
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:356
msgid "godot/modules/summator/register_types.h"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:122
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:360
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:132
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:370
msgid "godot/modules/summator/register_types.cpp"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:144
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:154
msgid "Next, we need to create an ``SCsub`` file so the build system compiles this module:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:147
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:180
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:403
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:459
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:157
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:190
msgid "godot/modules/summator/SCsub"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:156
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:166
msgid "With multiple sources, you can also add each file individually to a Python string list:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:164
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:174
msgid "This allows for powerful possibilities using Python to construct the file list using loops and logic statements. Look at some modules that ship with Godot by default for examples."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:168
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:178
msgid "To add include directories for the compiler to look at you can append it to the environment's paths:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:176
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:186
msgid "If you want to add custom compiler flags when building your module, you need to clone ``env`` first, so it won't add those flags to whole Godot build (which can cause errors). Example ``SCsub`` with custom flags:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:193
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:203
msgid "And finally, the configuration file for the module, this is a Python script that must be named ``config.py``:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:196
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:206
msgid "godot/modules/summator/config.py"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:207
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:217
msgid "The module is asked if it's OK to build for the specific platform (in this case, ``True`` means it will build for every platform)."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:210
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:220
msgid "And that's it. Hope it was not too complex! Your module should look like this:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:222
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:232
msgid "You can then zip it and share the module with everyone else. When building for every platform (instructions in the previous sections), your module will be included."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:227
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:237
msgid "Using the module"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:229
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:239
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:241
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:251
msgid "The output will be ``60``."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:243
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:253
msgid "The previous Summator example is great for small, custom modules, but what if you want to use a larger, external library? Refer to :ref:`doc_binding_to_external_libraries` for details about binding to external libraries."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:248
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:258
msgid "If your module is meant to be accessed from the running project (not just from the editor), you must also recompile every export template you plan to use, then specify the path to the custom template in each export preset. Otherwise, you'll get errors when running the project as the module isn't compiled in the export template. See the :ref:`Compiling <toc-devel-compiling>` pages for more information."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:257
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:267
msgid "Compiling a module externally"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:259
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:269
msgid "Compiling a module involves moving the module's sources directly under the engine's ``modules/`` directory. While this is the most straightforward way to compile a module, there are a couple of reasons as to why this might not be a practical thing to do:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:264
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:274
msgid "Having to manually copy modules sources every time you want to compile the engine with or without the module, or taking additional steps needed to manually disable a module during compilation with a build option similar to ``module_summator_enabled=no``. Creating symbolic links may also be a solution, but you may additionally need to overcome OS restrictions like needing the symbolic link privilege if doing this via script."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:271
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:281
msgid "Depending on whether you have to work with the engine's source code, the module files added directly to ``modules/`` changes the working tree to the point where using a VCS (like ``git``) proves to be cumbersome as you need to make sure that only the engine-related code is committed by filtering changes."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:277
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:287
msgid "So if you feel like the independent structure of custom modules is needed, lets take our \"summator\" module and move it to the engine's parent directory:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:285
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:295
msgid "Compile the engine with our module by providing ``custom_modules`` build option which accepts a comma-separated list of directory paths containing custom C++ modules, similar to the following:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:293
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:303
msgid "The build system shall detect all modules under the ``../modules`` directory and compile them accordingly, including our \"summator\" module."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:298
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:308
msgid "Any path passed to ``custom_modules`` will be converted to an absolute path internally as a way to distinguish between custom and built-in modules. It means that things like generating module documentation may rely on a specific path structure on your machine."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:305
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:315
msgid ":ref:`Introduction to the buildsystem - Custom modules build option <doc_buildsystem_custom_modules>`."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:308
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:318
msgid "Customizing module types initialization"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:310
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:320
msgid "Modules can interact with other built-in engine classes during runtime and even affect the way core types are initialized. So far, we've been using ``register_summator_types`` as a way to bring in module classes to be available within the engine."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:315
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:325
msgid "A crude order of the engine setup can be summarized as a list of the following type registration methods:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:334
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:344
msgid "Our ``Summator`` class is initialized during the ``register_module_types()`` call. Imagine that we need to satisfy some common module runtime dependency (like singletons), or allow us to override existing engine method callbacks before they can be assigned by the engine itself. In that case, we want to ensure that our module classes are registered *before* any other built-in type."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:340
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:350
msgid "This is where we can define an optional ``preregister_summator_types()`` method which will be called before anything else during the ``preregister_module_types()`` engine setup stage."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:344
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:354
msgid "We now need to add this method to ``register_types`` header and source files:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:355
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:365
msgid "Unlike other register methods, we have to explicitly define ``MODULE_SUMMATOR_HAS_PREREGISTER`` to let the build system know what relevant method calls to include at compile time. The module's name has to be converted to uppercase as well."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:382
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:386
msgid "This shared library support is not designed to support distributing a module to other users without recompiling the engine. For that purpose, use a GDExtension instead."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:390
msgid "So far, we defined a clean SCsub that allows us to add the sources of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:393
msgid "This static approach is fine when we want to build a release version of our game, given we want all the modules in a single binary."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:396
msgid "However, the trade-off is that every single change requires a full recompilation of the game. Even though SCons is able to detect and recompile only the file that was changed, finding such files and eventually linking the final binary takes a long time."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:400
msgid "The solution to avoid such a cost is to build our own module as a shared library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:440
msgid "Once compiled, we should end up with a ``bin`` directory containing both the ``godot*`` binary and our ``libsummator*.so``. However given the .so is not in a standard directory (like ``/usr/lib``), we have to help our binary find it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:451
msgid "You have to ``export`` the environment variable. Otherwise, you won't be able to run your project from the editor."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:454
msgid "On top of that, it would be nice to be able to select whether to compile our module as shared library (for development) or as a part of the Godot binary (for release). To do that we can define a custom flag to be passed to SCons using the ``ARGUMENT`` command:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:484
msgid "Now by default ``scons`` command will build our module as part of Godot's binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:487
msgid "Finally, you can even speed up the build further by explicitly specifying your shared module as target in the SCons command:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:495
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:392
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:497
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:394
msgid "Writing documentation may seem like a boring task, but it is highly recommended to document your newly created module to make it easier for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:503
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:400
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:505
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:402
msgid "Make a new directory in the root of the module. The directory name can be anything, but we'll be using the ``doc_classes`` name throughout this section."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:508
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:405
msgid "Now, we need to edit ``config.py``, add the following snippet:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:520
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:417
msgid "The ``get_doc_path()`` function is used by the build system to determine the location of the docs. In this case, they will be located in the ``modules/summator/doc_classes`` directory. If you don't define this, the doc path for your module will fall back to the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:526
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:423
msgid "The ``get_doc_classes()`` method is necessary for the build system to know which registered classes belong to the module. You need to list all of your classes here. The classes that you don't list will end up in the main ``doc/classes`` directory."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:533
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:430
msgid "You can use Git to check if you have missed some of your classes by checking the untracked files with ``git status``. For example:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:540
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:437
msgid "Example output:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:554
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:451
msgid "Now we can generate the documentation:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:556
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:453
msgid "We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, which will dump the engine API reference to the given ``<path>`` in XML format."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:559
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:456
msgid "In our case we'll point it to the root of the cloned repository. You can point it to an another folder, and just copy over the files that you need."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:562
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:459
msgid "Run command:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:568
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:465
msgid "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see that it contains a ``Summator.xml`` file, or any other classes, that you referenced in your ``get_doc_classes`` function."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:572
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:469
msgid "Edit the file(s) following the `class reference primer <https://contributing.godotengine.org/en/latest/documentation/class_reference/class_reference_primer.html>`__ and recompile the engine."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:574
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:471
msgid "Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:577
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:474
msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the XML files and recompile the engine from now on."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:580
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:477
msgid "If you change your module's API, you can also re-extract the docs, they will contain the things that you previously added. Of course if you point it to your godot folder, make sure you don't lose work by extracting older docs from an older engine build on top of the newer ones."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:585
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:482
msgid "Note that if you don't have write access rights to your supplied ``<path>``, you might encounter an error similar to the following:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:596
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:493
msgid "Writing custom unit tests"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:598
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:495
msgid "It's possible to write self-contained unit tests as part of a C++ module. If you are not familiar with the unit testing process in Godot yet, please refer to :ref:`doc_unit_testing`."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:602
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:499
msgid "The procedure is the following:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:604
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:501
msgid "Create a new directory named ``tests/`` under your module's root:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:612
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:509
msgid "Create a new test suite: ``test_summator.h``. The header must be prefixed with ``test_`` so that the build system can collect it and include it as part of the ``tests/test_main.cpp`` where the tests are run."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:616
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:513
msgid "Write some test cases. Here's an example:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:618
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:515
msgid "godot/modules/summator/tests/test_summator.h"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:648
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:545
msgid "Compile the engine with ``scons tests=yes``, and run the tests with the following command:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:655
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:552
msgid "You should see the passing assertions now."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:660
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:557
msgid "Adding custom editor icons"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:662
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:559
msgid "Similarly to how you can write self-contained documentation within a module, you can also create your own custom icons for classes to appear in the editor."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:665
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:562
msgid "For the actual process of creating editor icons to be integrated within the engine, please refer to :ref:`doc_editor_icons` first."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:668
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:565
msgid "Once you've created your icon(s), proceed with the following steps:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:670
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:567
msgid "Make a new directory in the root of the module named ``icons``. This is the default path for the engine to look for module's editor icons."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:673
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:570
msgid "Move your newly created ``svg`` icons (optimized or not) into that folder."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:675
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:572
msgid "Recompile the engine and run the editor. Now the icon(s) will appear in editor's interface where appropriate."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:678
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:575
msgid "If you'd like to store your icons somewhere else within your module, add the following code snippet to ``config.py`` to override the default path:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:687
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:584
msgid "Summing up"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:689
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:586
msgid "Remember to:"
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:691
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:588
msgid "Use ``GDCLASS`` macro for inheritance, so Godot can wrap it."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:692
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:589
msgid "Use ``_bind_methods`` to bind your functions to scripting, and to allow them to work as callbacks for signals."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:694
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:591
msgid "**Avoid multiple inheritance for classes exposed to Godot**, as ``GDCLASS`` doesn't support this. You can still use multiple inheritance in your own classes as long as they're not exposed to Godot's scripting API."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:698
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:595
msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:701
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:598
msgid "If you inherit from :ref:`class_Node` (or any derived node type, such as Sprite2D), your new class will appear in the editor, in the inheritance tree in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:704
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:601
msgid "If you inherit from :ref:`class_Resource`, it will appear in the resource list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:707
#: ../../docs/engine_details/architecture/custom_modules_in_cpp.rst:604
msgid "By this same logic, you can extend the Editor and almost any area of the engine."
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -312,93 +312,98 @@ msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:358
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:360
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:367
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:371
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:375
msgid "**Fedora**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:380
msgid "**macOS**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:384
msgid "**Mageia**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:390
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:404
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:412
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:416
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/engine_details/development/compiling/compiling_for_windows.rst:425
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:426
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:432
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:440
msgid "Troubleshooting"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:360
msgid "If you get a compilation failure when using MSVC, make sure to apply the latest updates. You can do so by starting the Visual Studio IDE and using :button:`Continue without code`, then :menu:`Help > Check for Updates` in the menu bar at the top. Install all updates, then try compiling again."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:366
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:368
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:375
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:379
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:383
msgid "**Fedora**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:388
msgid "**macOS**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:392
msgid "**Mageia**"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:398
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:412
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:420
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:424
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/engine_details/development/compiling/compiling_for_windows.rst:433
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:434
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:442
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:438
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:446
msgid "You can change that configuration following those instructions, for 64-bit:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:447
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:455
msgid "And for 32-bit:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:457
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:465
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:459
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:467
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:471
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:479
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:479
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:487
msgid "With the following names:"
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:496
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:504
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates in the project export menu. You must have **Advanced Options** enabled to set this."
msgstr ""
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:503
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:511
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -46,10 +46,10 @@ msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:27
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:56
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:78
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:100
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:137
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:155
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:202
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:123
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:160
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:178
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:225
msgid "**Difficulty:** Easy"
msgstr ""
@@ -80,7 +80,7 @@ msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:55
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:77
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:99
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:122
msgid "**Space savings:** High"
msgstr ""
@@ -113,286 +113,311 @@ msgid "Godot 4.5 introduced the ``size_extra`` option, which can further reduce
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:97
msgid "Disabling advanced text server"
msgid "Detecting used features from the current project and disabling unused features"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:99
msgid "**Space savings:** Moderate to high depending on project"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:100
msgid "**Difficulty:** Easy to medium depending on project"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:101
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:138
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:156
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:203
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:235
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:124
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:161
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:179
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:226
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:258
msgid "**Performed in official builds:** No"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:103
msgid "By default, Godot uses an advanced text server with the support for the following features:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:106
msgid "Right-to-left typesetting and complex scripts, required to write languages such as Arabic and Hebrew."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:108
msgid "Font ligatures and OpenType features (such as small capitals, fractions and slashed zero)."
msgid "Godot features an :ref:`doc_engine_compilation_configuration_editor` tool that can detect the features used in the current project and create a build profile. Once saved, this build profile can then be passed to SCons when compiling custom export templates:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:111
msgid "Godot provides a fallback text server that isn't compiled by default. This text server can be used as a lightweight alternative to the default advanced text server:"
msgid "Note that for certain projects, the feature detection may be too aggressive and disable features that are actually needed at runtime. This can occur if certain features are used in a way that their usage cannot be detected statically (such as a script being procedurally created and run at runtime)."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:119
msgid "If you only intend on supporting Latin, Greek and Cyrillic-based languages in your project, the fallback text server should suffice."
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:116
msgid "More specific features can be disabled by following the sections below, but remember that many of them are automatically detected by the engine compilation configuration detector."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:122
msgid "This fallback text server can also process large amounts of text more quickly than the advanced text server. This makes the fallback text server a good fit for mobile/web projects."
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:120
msgid "Disabling advanced text server"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:128
msgid "Remember to always pass ``module_text_server_fb_enabled=yes`` when using ``module_text_server_adv_enabled=no``. Otherwise, the compiled binary won't contain any text server, which means no text will be displayed at all when running the project."
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:126
msgid "By default, Godot uses an advanced text server with the support for the following features:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:129
msgid "Right-to-left typesetting and complex scripts, required to write languages such as Arabic and Hebrew."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:131
msgid "Font ligatures and OpenType features (such as small capitals, fractions and slashed zero)."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:134
msgid "Godot provides a fallback text server that isn't compiled by default. This text server can be used as a lightweight alternative to the default advanced text server:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:142
msgid "If you only intend on supporting Latin, Greek and Cyrillic-based languages in your project, the fallback text server should suffice."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:145
msgid "This fallback text server can also process large amounts of text more quickly than the advanced text server. This makes the fallback text server a good fit for mobile/web projects."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:151
msgid "Remember to always pass ``module_text_server_fb_enabled=yes`` when using ``module_text_server_adv_enabled=no``. Otherwise, the compiled binary won't contain any text server, which means no text will be displayed at all when running the project."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:157
msgid "Disabling 3D"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:136
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:154
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:159
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:177
msgid "**Space savings:** Moderate"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:140
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:163
msgid "For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:147
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:170
msgid "Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:152
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:175
msgid "Disabling advanced GUI objects"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:158
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:181
msgid "Most small games don't require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:165
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:188
msgid "This is everything that will be disabled:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:167
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:190
msgid ":ref:`class_AcceptDialog`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:168
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:191
msgid ":ref:`class_CharFXTransform`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:169
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:192
msgid ":ref:`class_CodeEdit`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:170
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:193
msgid ":ref:`class_CodeHighlighter`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:171
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:194
msgid ":ref:`class_ColorPicker`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:172
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:195
msgid ":ref:`class_ColorPickerButton`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:173
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:196
msgid ":ref:`class_ConfirmationDialog`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:174
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:197
msgid ":ref:`class_FileDialog`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:175
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:198
msgid ":ref:`class_FoldableContainer`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:176
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:199
msgid ":ref:`class_FoldableGroup`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:177
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:200
msgid ":ref:`class_GraphEdit`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:178
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:201
msgid ":ref:`class_GraphElement`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:179
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:202
msgid ":ref:`class_GraphFrame`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:180
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:203
msgid ":ref:`class_GraphNode`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:181
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:204
msgid ":ref:`class_HSplitContainer`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:182
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:205
msgid ":ref:`class_MenuBar`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:183
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:206
msgid ":ref:`class_MenuButton`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:184
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:207
msgid ":ref:`class_OptionButton`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:185
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:208
msgid ":ref:`class_PopupMenu` (will make all popup menus unavailable in code for classes that use them, like :ref:`class_LineEdit`, even though those classes are still available)"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:187
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:210
msgid ":ref:`class_RichTextEffect`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:188
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:211
msgid ":ref:`class_RichTextLabel`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:189
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:212
msgid ":ref:`class_SpinBox`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:190
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:213
msgid ":ref:`class_SplitContainer`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:191
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:214
msgid ":ref:`class_SubViewportContainer`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:192
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:215
msgid ":ref:`class_SyntaxHighlighter`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:193
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:216
msgid ":ref:`class_TextEdit`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:194
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:217
msgid ":ref:`class_Tree`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:195
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:218
msgid ":ref:`class_TreeItem`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:196
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:219
msgid ":ref:`class_VSplitContainer`"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:199
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:222
msgid "Disabling physics engines"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:201
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:224
msgid "**Space savings:** Low to moderate"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:205
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:228
msgid "If your 3D project uses Jolt Physics, you can disable GodotPhysics3D at compile-time as it will never be used:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:212
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:235
msgid "Inversely, if your 3D project uses GodotPhysics3D, you can disable Jolt Physics at compile-time:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:218
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:241
msgid "If your project uses 3D rendering but not physics (or 2D rendering but not physics), you can also disable 2D or 3D physics entirely. Most 3D projects can take advantage of this, as they don't make use of 2D physics:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:231
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:254
msgid "Disabling unwanted modules"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:233
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:256
msgid "**Space savings:** Very low to moderate depending on modules"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:234
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:257
msgid "**Difficulty:** Medium to hard depending on modules"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:237
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:260
msgid "A lot of Godot's functions are offered as modules. You can see a list of modules with the following command:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:244
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:267
msgid "The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:252
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:275
msgid "If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, ``minimp3``/``ogg``/``vorbis`` to play music, or ``theora`` to play videos)."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:257
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:280
msgid "Alternatively, you can supply a list of disabled modules by creating ``custom.py`` at the root of the source, with the contents similar to the following:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:261
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:284
msgid "custom.py"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:307
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:330
msgid ":ref:`doc_overriding_build_options`."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:310
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:333
msgid "Optimizing the distribution of your project"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:313
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:336
msgid "Desktop"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:317
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:340
msgid "This section is only relevant when distributing the files on a desktop platform that doesn't perform its own compression or packing. As such, this advice is relevant when you distribute ZIP archives on itch.io or GitHub Releases."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:322
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:345
msgid "Platforms like Steam already apply their own compression scheme, so you don't need to create a ZIP archive to distribute files in the first place."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:325
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:348
msgid "As an aside, you can look into optimizing the distribution of your project itself. This can be done even without recompiling the export template."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:328
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:351
msgid "`7-Zip <https://7-zip.org/>`__ can be used to create ZIP archives that are more efficient than usual, while remaining compatible with every ZIP extractor (including Windows' own built-in extractor). ZIP size reduction in a large project can reach dozens of megabytes compared to a typical ZIP compressor, although average savings are in the 1-5 MB range. Creating this ZIP archive will take longer than usual, but it will extract just as fast as any other ZIP archive."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:336
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:359
msgid "When using the 7-Zip GUI, this is done by creating a ZIP archive with the Ultra compression mode. When using the command line, this is done using the following command:"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:345
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:368
msgid "Web"
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:347
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:370
msgid "Enabling gzip or Brotli compression for all file types from the web export (especially the ``.wasm`` and ``.pck``) can reduce the download size significantly, leading to faster loading times, especially on slow connections."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:351
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:374
msgid "Creating precompressed gzip or Brotli files with a high compression level can be even more efficient, as long as the web server is configured to serve those files when they exist. When supported, Brotli should be preferred over gzip as it has a greater potential for file size reduction."
msgstr ""
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:356
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:379
msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.5\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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