diff --git a/docs b/docs index fae0b185bc..64e7b5a1f5 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit fae0b185bc3c78b3f02321cd0b13a642069775c8 +Subproject commit 64e7b5a1f583167662e0171ed183d6bcccb9c62f diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index 2660988e61..8656e9c9b6 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 447dd356cc..7420e2db3a 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 0ac991ca60..d124f2f037 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 993c449fa1..59497e44e8 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index 0145508b59..b92d10bc57 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 96f97ed1c5..16f404573b 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index de2896fe1b..3bf74baf0a 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index 04928e7c7b..a3f246d58f 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index ebf9cf50c3..6fbdbd9159 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index b682e46446..1051935571 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index f7d4a9996b..322c1b04f4 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 73d13e0471..a58da3ef39 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/index.pot b/sphinx/templates/community/index.pot index 3bff3cdd50..9162a873d2 100644 --- a/sphinx/templates/community/index.pot +++ b/sphinx/templates/community/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/resources.pot b/sphinx/templates/community/resources.pot index 48bbc9db1a..daee4d680b 100644 --- a/sphinx/templates/community/resources.pot +++ b/sphinx/templates/community/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 12a3d36d4a..02f21a2b14 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/content/3d/index.pot b/sphinx/templates/content/3d/index.pot index c358fdc8bd..09684c6562 100644 --- a/sphinx/templates/content/3d/index.pot +++ b/sphinx/templates/content/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/content/3d/making_trees.pot b/sphinx/templates/content/3d/making_trees.pot index e2c9c7e87d..5bf9e3bb8c 100644 --- a/sphinx/templates/content/3d/making_trees.pot +++ b/sphinx/templates/content/3d/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 2a970fee6d..6fd656de7d 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -89,150 +89,150 @@ msgid "Set the environment variable ``ANDROID_HOME`` to point to the Android SDK msgstr "" #: ../../docs/development/compiling/compiling_for_android.rst:57 -msgid "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android NDK." +msgid "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the same path, especially if you are using custom Android modules, since some Gradle plugins rely on the NDK and use this variable to determine its location." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:60 +#: ../../docs/development/compiling/compiling_for_android.rst:63 msgid "To set those environment variables on Windows, press **Windows + R**, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:65 +#: ../../docs/development/compiling/compiling_for_android.rst:68 msgid "To set those environment variables on Linux or macOS, use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk`` where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to the root of the SDK and NDK directories." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:72 +#: ../../docs/development/compiling/compiling_for_android.rst:75 msgid "Building the export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:74 +#: ../../docs/development/compiling/compiling_for_android.rst:77 msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries starting from August 2019, the commands below will build an APK containing both ARMv7 and ARMv8 libraries." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:80 +#: ../../docs/development/compiling/compiling_for_android.rst:83 msgid "Compiling the standard export templates is done by calling SCons with the following arguments:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:83 +#: ../../docs/development/compiling/compiling_for_android.rst:86 msgid "Release template (used when exporting with **Debugging Enabled** unchecked)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:96 +#: ../../docs/development/compiling/compiling_for_android.rst:99 msgid "The resulting APK will be located at ``bin/android_release.apk``." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:98 +#: ../../docs/development/compiling/compiling_for_android.rst:101 msgid "Debug template (used when exporting with **Debugging Enabled** checked)" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:111 +#: ../../docs/development/compiling/compiling_for_android.rst:114 msgid "The resulting APK will be located at ``bin/android_debug.apk``." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:114 +#: ../../docs/development/compiling/compiling_for_android.rst:117 msgid "Adding support for x86 devices" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:116 +#: ../../docs/development/compiling/compiling_for_android.rst:119 msgid "If you also want to include support for x86 devices, run the SCons command a third time with the ``android_arch=x86`` argument before building the APK with Gradle. For example, for the release template:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:132 +#: ../../docs/development/compiling/compiling_for_android.rst:135 msgid "This will create a fat binary that works on all platforms. The final APK size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the APK." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:138 +#: ../../docs/development/compiling/compiling_for_android.rst:141 msgid "Using the export templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:140 +#: ../../docs/development/compiling/compiling_for_android.rst:143 msgid "Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:145 +#: ../../docs/development/compiling/compiling_for_android.rst:148 msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:149 +#: ../../docs/development/compiling/compiling_for_android.rst:152 msgid "Installing the templates" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:151 +#: ../../docs/development/compiling/compiling_for_android.rst:154 msgid "The newly-compiled templates (``android_debug.apk`` and ``android_release.apk``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:155 +#: ../../docs/development/compiling/compiling_for_android.rst:158 msgid "Windows: ``%APPDATA%\\Godot\\templates\\\\``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:156 +#: ../../docs/development/compiling/compiling_for_android.rst:159 msgid "Linux: ``$HOME/.local/share/godot/templates//``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:157 +#: ../../docs/development/compiling/compiling_for_android.rst:160 msgid "macOS: ``$HOME/Library/Application Support/Godot/templates//``" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:159 +#: ../../docs/development/compiling/compiling_for_android.rst:162 msgid "```` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:166 +#: ../../docs/development/compiling/compiling_for_android.rst:169 msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:172 +#: ../../docs/development/compiling/compiling_for_android.rst:175 msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:178 +#: ../../docs/development/compiling/compiling_for_android.rst:181 msgid "Troubleshooting" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:181 +#: ../../docs/development/compiling/compiling_for_android.rst:184 msgid "Application not installed" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:183 +#: ../../docs/development/compiling/compiling_for_android.rst:186 msgid "Android might complain the application is not correctly installed. If so:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:186 +#: ../../docs/development/compiling/compiling_for_android.rst:189 msgid "Check that the debug keystore is properly generated." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:187 +#: ../../docs/development/compiling/compiling_for_android.rst:190 msgid "Check that the jarsigner executable is from JDK 8." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:189 +#: ../../docs/development/compiling/compiling_for_android.rst:192 msgid "If it still fails, open a command line and run `logcat `_:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:195 +#: ../../docs/development/compiling/compiling_for_android.rst:198 msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:200 +#: ../../docs/development/compiling/compiling_for_android.rst:203 msgid "Application exits immediately" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:202 +#: ../../docs/development/compiling/compiling_for_android.rst:205 msgid "If the application runs but exits immediately, this might be due to one of the following reasons:" msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:205 +#: ../../docs/development/compiling/compiling_for_android.rst:208 msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:207 +#: ../../docs/development/compiling/compiling_for_android.rst:210 msgid "``libgodot_android.so`` is not in ``libs//`` where ```` is the device's architecture." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:209 +#: ../../docs/development/compiling/compiling_for_android.rst:212 msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture." msgstr "" -#: ../../docs/development/compiling/compiling_for_android.rst:213 +#: ../../docs/development/compiling/compiling_for_android.rst:216 msgid "In any case, ``adb logcat`` should also show the cause of the error." msgstr "" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index dcd56d6f47..28f79fca72 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index fb30f2053e..d30525fd18 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 173841735c..709116da35 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 2833a62c5c..6419bc7fb5 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index 0de2cd8fc5..e705d98c65 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 1869d916b4..a184d3ae9b 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index 100efd0ddc..c6bd7f2bbf 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot new file mode 100644 index 0000000000..3ad67f6342 --- /dev/null +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -0,0 +1,74 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:6 +msgid "Compiling with script encryption key" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:8 +msgid "The export dialog gives you the option to encrypt your scripts with an 256bit AES key, when releasing your game. This will make sure your scripts are not stored in plain text and can not easily be ripped by some script kiddie. Of course the key needs to be stored in the binary, but if it's compiled, optimized and without symbols, it would take some effort to find it." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:14 +msgid "For this to work, you need to build the export templates from source, with that same key." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:18 +msgid "Step by step (Linux)" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:20 +msgid "Generate a 256bit AES key in HEX. You can use the aes-256-cbc variant from `this service `_." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:23 +msgid "Alternatively, you can generate it yourself by using OpenSSL:" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:29 +msgid "This should output the following to ``godot.gdkey`` file:" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:37 +msgid "You can generate the key without redirecting the output to a file, but that way you can minimize the risk of exposing the key." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:41 +msgid "Set this key as environment variable in the console that you will use to compile Godot, like this:" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:49 +msgid "Compile Godot export templates and set them as custom export templates in the export preset options." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:52 +msgid "Set the encryption key in the ``Script`` tab of the export preset:" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:56 +msgid "Export the project. The game should run with encrypted scripts now." +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:59 +msgid "Possible Errors" +msgstr "" + +#: ../../docs/development/compiling/compiling_with_script_encryption_key.rst:61 +msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting the scripts during export, but can't read them at runtime." +msgstr "" + diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 514cb9c198..95d4b7a882 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index f97f8dd611..0910d33997 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index bf26bae3fc..a17f4cd6c7 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index 7769409292..602e2d9de1 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index c2f607a03e..e85e8e5edd 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 010d9193aa..4654f153d0 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index c9a5f77184..642a2656c3 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index bf2534c6ac..06eea24632 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/creating_android_modules.pot b/sphinx/templates/development/cpp/creating_android_modules.pot index 809e54c227..46a56ad68d 100644 --- a/sphinx/templates/development/cpp/creating_android_modules.pot +++ b/sphinx/templates/development/cpp/creating_android_modules.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 71626969bc..f5a549c2a0 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index a9012da242..4635b846a2 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 1a779d2b89..65d7eafe1c 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index bde9f34132..9f01f5e3ac 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 255d499387..e99bd87d2a 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index b7216c7adc..2e7cdf7501 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 13abb5dc1b..8bad240c8e 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 9c03f262bc..7065420f53 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 8ba8ead6b5..564daf9078 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 7707e46634..c663e18786 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 1204ca0f45..47f37ce560 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index 2d83e687a5..2cf3ae9925 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index 0779c9cb70..d00d74fc97 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 14e78f5df4..34d118371d 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 57e5ebb883..282f20f708 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index aebfb2f3d7..79abf51449 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index 58abdb7904..16a877e4a2 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index ca58673553..9d80b45643 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index fef71fe647..146b8bcb11 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index e3c8b8e7e6..a0cf728553 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index b267ee86b9..5e4186fc6a 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index fe19230bc0..9fa4c6608e 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index c4e745bda1..286cf75c17 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 12a93a89ff..4f63acc931 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index 2bb39762a9..fdc3963599 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index b2f1486388..aef627968c 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 5927cf4a48..7e0daacc8c 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 9d2e32c877..93bc573d27 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index 86c424872c..6f49bcd56e 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index a18e11ca83..90ea09acbc 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index f63f7882ec..f59ae3f33b 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index f0f29431e6..03f641cc43 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 6b50637f58..f3f03339c7 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 0c6ea746fd..50159c7aa2 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -113,10 +113,10 @@ msgid "To avoid this, do all your move, delete and rename operations from within msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:108 -msgid "The second is that under Windows and macOS file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", it will work fine on their platform, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files." +msgid "The second is that, under Windows and macOS, file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", it will work fine on their platform, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files." msgstr "" #: ../../docs/getting_started/step_by_step/filesystem.rst:114 -msgid "It is recommended that your team clearly defines a naming convention for files when working with Godot! One simple fool-proof convention is to only allow lowercase file and path names." +msgid "It is recommended that your team clearly define a naming convention for files when working with Godot! One simple fool-proof convention is to only allow lowercase file and path names." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index da19f9daf7..9d6fbef54c 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index cc80c77b6c..7cac92ecba 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index b57f7c0547..d69bf81451 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index e2ede1793f..89751a52c9 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index da2447a1c7..b6df58e94b 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -165,70 +165,74 @@ msgid "You can see four workspace buttons at the top: 2D, 3D, Script and AssetLi msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:105 -msgid "You’ll use the **2D workspace** for all types of games. On top of 2D games that is where you’ll build your interfaces. Press F1 to access it. |image15|" +msgid "You’ll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press F1 to access it." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:109 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:108 +msgid "|image15|" +msgstr "" + +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:110 msgid "In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press F2 to access it." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:112 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:113 msgid "|image16|" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:114 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:115 msgid "Notice the text [perspective] under the toolbar, it is a button that opens a list of options related to the 3D viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:116 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:117 msgid "|image20|" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:118 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:119 msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:120 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:121 msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press F3 to access it, and F4 to search the reference." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:124 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:125 msgid "|image17|" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:126 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:127 msgid "Finally the **AssetLib** is a library of Free add-ons, scripts and assets to use in your projects." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:130 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:131 msgid "Modify the interface" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:132 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:133 msgid "Godot’s interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio for instance." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:137 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:138 msgid "Move and resize docks" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:139 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:140 msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:143 msgid "|image18|" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:144 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:145 msgid "Click the three-dotted icon at the top of any dock to change its location." msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:147 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:148 msgid "|image19|" msgstr "" -#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:149 +#: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:150 msgid "Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel of the editor." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 13d80f390d..1a934a0f86 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 0a051f63ab..b69ef0ae98 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index 691403af21..cffee19b70 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index bb149c9722..4891c588e2 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 3c43c532ad..22d8cb2c3b 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index ba80399716..17e36710e3 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index f758e7994d..6f00a72cbb 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 2fd379a29c..3bbfc563a6 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 52cb194622..fd8a597d00 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -349,7 +349,7 @@ msgid "The easing to use in combination with the equation." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:389 -msgid "The last two arguments combined correspond to an `easing equation <#>`__. This controls how the value evolves from the start to the end point." +msgid "The last two arguments combined correspond to an easing equation. This controls how the value evolves from the start to the end point." msgstr "" #: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:393 diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 274308baba..362d85a62a 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "Design the GUI" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:6 -msgid "Now that you've nailed the basics, we're going to see how to build a Game User Interface (GUI) with reusable UI components: a life bar, an energy bar, and bomb and rupee counters. By the end of this tutorial, you'll have a game GUI, ready to control with GDscript or VisualScript:" +msgid "Now that you've nailed the basics, we're going to see how to build a game Graphical User Interface (GUI) with reusable UI components: a life bar, an energy bar, and bomb and rupee counters. By the end of this tutorial, you'll have a game GUI, ready to control with GDscript or VisualScript:" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:13 @@ -123,7 +123,7 @@ msgid "With the ``MarginContainer`` selected, head to the inspector and scroll d msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:88 -msgid "We want to stack the bars vertically inside the ``HBoxContainer``. Add a ``VBoxContainer`` as a child of ``GUI`` and name it ``Bars``. Select the parent ``HBoxContainer`` again and this time, add another ``HBoxContainer`` as a child of it. Call it ``Counters``. With these four containers, we have the base for our GUI scene." +msgid "We want to stack the bars vertically inside the ``HBoxContainer``. Add a ``VBoxContainer`` as a child of ``HBoxContainer`` and name it ``Bars``. Select the parent ``HBoxContainer`` again and this time, add another ``HBoxContainer`` as a child of it. Call it ``Counters``. With these four containers, we have the base for our GUI scene." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:95 @@ -199,7 +199,7 @@ msgid "By using the Background node as the two textures' parent, we take control msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:182 -msgid "Select the ``Title`` and in the Inspector, change its ``Stretch Mode`` property to ``Keep Centered``. Next find the ``Rect`` category in the Inspector and change the ``Size`` property to (50, 40) so it only takes the left half of the background. Next, select the ``Number`` node. In the viewport, click the ``Layout`` menu and click ``Full Rect``. The node will resize to fit the ``Background``. Head to the Inspector and change its ``Align`` property to ``Right``, and the ``VAlign`` property to ``Center``. The text should snap to the center of the ``Background``'s right edge. Resize the node horizontally so it takes the right half of the ``Background`` and there's a bit of padding with the right edge." +msgid "Select the ``Title`` and in the Inspector, change its ``Stretch Mode`` property to ``Keep Centered``. Next find the ``Rect`` category in the Inspector and change the ``Size`` property to (50, 40) so it only takes the left half of the background. Next, select the ``Number`` node. In the viewport, click the ``Layout`` menu and click ``Full Rect``. The node will resize to fit the ``Background``. Head to the Inspector and change its ``Align`` property to ``Right``, and the ``VAlign`` property to ``Center``. The text should snap to the center of the ``Background``'s right edge. Resize the node horizontally, so it takes the right half of the ``Background`` and there's a bit of padding with the right edge." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:195 @@ -303,7 +303,7 @@ msgid "Because we duplicated the ``Counter`` from the bar's ``Count``, the ``Num msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:323 -msgid "Let's make the ``Counters`` anchor to the right edge of the viewport. To do so we need to set the ``Bars`` container take all the available horizontal space it can. Select the ``Bars`` node and scroll down to the ``Size Flags`` category. In the ``Horizontal`` category, check the ``Expand`` value. The ``Bars`` node should resize and push the counter to the right side of the screen." +msgid "Let's make the ``Counters`` anchor to the right edge of the viewport. To do so, we need to set the ``Bars`` container take all the available horizontal space it can. Select the ``Bars`` node and scroll down to the ``Size Flags`` category. In the ``Horizontal`` category, check the ``Expand`` value. The ``Bars`` node should resize and push the counter to the right side of the screen." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:331 @@ -323,11 +323,11 @@ msgid "Let's save both the ``Counter`` and the ``Bar`` branches as separate scen msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:352 -msgid "A scene is a tree of nodes. The topmost node is the tree's **root**, and the children at the bottom of the hierarchy are **leaves**. Any node other than the root along with one more children is a **branch**. We can encapsulate node branches into separate scenes, or load and merge them from other scenes into the active one. Right click on any node in the Scene dock and select ``Save Branch as Scene`` or ``Merge from Scene``." +msgid "A scene is a tree of nodes. The topmost node is the tree's **root**, and the children at the bottom of the hierarchy are **leaves**. Any node other than the root along with one or more children is a **branch**. We can encapsulate node branches into separate scenes, or load and merge them from other scenes into the active one. Right click on any node in the Scene dock and select ``Save Branch as Scene`` or ``Merge from Scene``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:360 -msgid "Then, select the ``Counter`` node and do the same. Right click, ``Save Branch as Scene``, and save it as ``Counter.tscn``. A new edit scene icon appears to the right of the nodes in the scene tree. Click on the one next to ``Bar`` to open the corresponding scene. Resize the ``Bar`` node so that its bounding box fits its content. The way we named and place the Control nodes, we're ready to inherit this template and create the life bar. It's the same for the ``Counter``." +msgid "Then, select the ``Counter`` node and do the same. Right click, ``Save Branch as Scene``, and save it as ``Counter.tscn``. A new edit scene icon appears to the right of the nodes in the scene tree. Click on the one next to ``Bar`` to open the corresponding scene. Resize the ``Bar`` node so that its bounding box fits its content. The way we named and placed the Control nodes, we're ready to inherit this template and create the life bar. It's the same for the ``Counter``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:370 @@ -347,7 +347,7 @@ msgid "Inherited scenes help us keep the GUI scene clean. In the end, we will on msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:386 -msgid "On an inherited scene, you can change any property of every node in the inspector, aside from its name. If you modify and save the parent scene, all the inherited scenes update to reflect the changes. If you change a value in the inherited scene, it will always overrides the parent's property. It's useful for UIs as they often require variations of the same elements. In general, in UI design, buttons, panels etc. share a common base style and interactions. We don't want to copy it over to all variations manually." +msgid "On an inherited scene, you can change any property of every node in the inspector, aside from its name. If you modify and save the parent scene, all the inherited scenes update to reflect the changes. If you change a value in the inherited scene, it will always override the parent's property. It's useful for UIs, as they often require variations of the same elements. In general, in UI design, buttons, panels etc. share a common base style and interactions. We don't want to copy it over to all variations manually." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:395 @@ -459,7 +459,7 @@ msgid "Go to ``Scene -> New Inherited Scene`` again and select ``Counter.tscn`` msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:544 -msgid "The rupee counter should look about like this" +msgid "The rupee counter should look something like this" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:547 @@ -495,7 +495,7 @@ msgid "Change the ``Min Size`` property of the ``Counters`` container to control msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:582 -msgid "We have one small issue left with the EP label on the EnergyBar: the 2 bars should align vertically. Click the icon next to the ``EnergyBar`` node to open its scene. Select the ``Count`` node and scroll down to the ``Custom Constant`` section. Add a ``Margin Left`` of ``20``. In the ``Rect`` section set the node's ``Min Size`` back to 100, the same value as on the LifeBar. The ``Count`` should now have some margin on the left. If you save and go back to the GUI scene, it will be aligned vertically with the ``LifeBar``." +msgid "We have one small issue left with the EP label on the EnergyBar: the 2 bars should align vertically. Click the icon next to the ``EnergyBar`` node to open its scene. Select the ``Count`` node and scroll down to the ``Custom Constants`` section. Add a ``Margin Left`` of ``20``. In the ``Rect`` section set the node's ``Min Size`` back to 100, the same value as on the LifeBar. The ``Count`` should now have some margin on the left. If you save and go back to the GUI scene, it will be aligned vertically with the ``LifeBar``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:593 @@ -503,7 +503,7 @@ msgid "The 2 bars align perfectly" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:597 -msgid "We could have setup the ``EnergyBar`` this way a few moments ago. But this shows you that you can go back to any scene anytime, tweak it, and see the changes propagate through the project!" +msgid "We could have set up the ``EnergyBar`` this way a few moments ago. But this shows you that you can go back to any scene anytime, tweak it, and see the changes propagate through the project!" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:602 @@ -523,7 +523,7 @@ msgid "Drag-and-drop the ``GUI.tscn`` scene right below the ``bg`` node and abov msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:616 -msgid "Congratulations for getting to the end of this long tutorial. You can find final project `here <#>`__." +msgid "Congratulations for getting to the end of this long tutorial. You can find the final project here: :download:`ui_gui_design.zip `." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:625 diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 3f880f561f..6a48dc1546 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index df29861c71..5d6f8b95f6 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,7 +101,7 @@ msgid "Before we jump into the editor, we want to plan how we'll nest containers msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:88 -#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:277 +#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:278 msgid "Break down the UI mockup" msgstr "" @@ -298,22 +298,22 @@ msgid "Without a single line of code, we have a precise and responsive main menu msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:272 -msgid "Congratulations for getting there! You can download the `final menu <#>`__ to compare with your own. In the next tutorial, you'll create a Game User Interface with bars and item counters." +msgid "Congratulations for getting there! You can download the final menu :download:`ui_main_menu_design.zip ` to compare with your own. In the next tutorial, you'll create a Game User Interface with bars and item counters." msgstr "" -#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:279 +#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:280 msgid "A responsive User Interface is all about making sure our UIs scale well on all screen types. TV screens and computer displays have different sizes and ratios. In Godot, we use containers to control the position and the size of UI elements." msgstr "" -#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:284 +#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:285 msgid "The order in which you nest matters. To see if your UI adapts nicely to different screen ratios, select the root node, press the Q key to activate the Select Mode, select the container and click and drag on one of the container's corners to resize it. The UI components should flow inside of it." msgstr "" -#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:290 +#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:291 msgid "You'll notice that although containers move sprites around, they don't scale them. This is normal. We want the UI system to handle different screen ratios, but we also need the entire game to adapt to different screen resolutions. To do this, Godot scales the entire window up and down." msgstr "" -#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:296 +#: ../../docs/getting_started/step_by_step/ui_main_menu.rst:297 msgid "You can change the scale mode in the project settings: click the Project menu -> Project Settings. In the window's left column, look for the Display category. Click on the Window sub-category. On the right side of the window, you'll find a Stretch section. The three settings, Mode, Aspect, and Shrink, control the screen size. For more information, see :ref:`doc_multiple_resolutions`." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 6012dd49cf..3aa462f2d6 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 6581f06d2d..a9d92ad2e2 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index d3e60b086a..08663a7267 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 632737a7fe..f4c586f36a 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index ddbc79f421..c8432a4849 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 6455d4bdfc..f84fad32ef 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index b56da30db8..18ffa27af9 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 8b8bc7ab1e..a0f0ae357f 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 8f5b8698f5..925acca2eb 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 7132b3abca..1e3a428111 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 3ff04c988a..e749cac877 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 035c320556..aed485d2d8 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index 37d1cb58b2..04bdb6f249 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 954059e22e..d94a7b9a6d 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 6e0d9550bc..f8dcd47049 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot b/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot index 42ecd3a3f9..6a9b472343 100644 --- a/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot +++ b/sphinx/templates/getting_started/workflow/export/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 11bb5d41a2..001222ef3d 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -101,30 +101,30 @@ msgid "Uploading an APK to Google's Play Store requires you to sign using a non- msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:73 -msgid "This key is used to verify your developer identity, remember its password and keep it in a safe place! Use Google's Android Developer guides to learn more about `APK signing `__." +msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! Use Google's Android Developer guides to learn more about `APK signing `__." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:76 -msgid "Now fill the following forms in you Android Export Presets:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:78 -msgid "Release: Enter the path to the keystore file you just generated." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 -msgid "Release User: Replace with what your key alias." +msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 -msgid "Release Password: Key password." +msgid "Release: Enter the path to the keystore file you just generated." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:81 +msgid "Release User: Replace with the key alias." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:82 -msgid "Now your export_presets.cfg file contains sensitive info; if using a Version Control System, it is a good idea to remove it from public repositories." +msgid "Release Password: Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +msgid "**Now your export_presets.cfg file contains sensitive info;** if using a Version Control System, it is a good idea to remove it from public repositories." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:86 msgid "Don't forget to disable the ``Export With Debug`` button while choosing the APK's name." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 99c37c4605..ccb8154e55 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 101cf81519..1c6c798ec2 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index 9d7e68344f..e99c93c7ec 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 24b076a37e..e94f5a270c 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index 8701b9f995..7834b7ef69 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index fe4ae14abf..968429596b 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index 658c681f87..dfef52f72c 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 6d115a0544..224fef1fe6 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index b2dddf9572..db026db801 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index 2fe511e53c..b491def5c7 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index 040ae1fd10..554db7fdc2 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index d69c75168f..cb28731fd0 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index bbf4081565..63cef4955f 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index b05059ea73..2f465e9904 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 349b4466fb..437995403b 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_skeletons.pot b/sphinx/templates/tutorials/2d/2d_skeletons.pot new file mode 100644 index 0000000000..70dcd41e50 --- /dev/null +++ b/sphinx/templates/tutorials/2d/2d_skeletons.pot @@ -0,0 +1,222 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:4 +msgid "2D skeletons" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:7 +msgid "Introduction" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:9 +msgid "When working with 3D, skeletal deforms are common for characters and creatures and most 3D modelling applications support it. For 2D, as this function is not used as often, it's difficult to find mainstream software aimed for this." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:13 +msgid "One option is to create animations in third-party software such as Spine or Dragonbones. From Godot 3.1 onwards, though, this functionality is supported built-in." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:16 +msgid "Why would you want to do skeletal animations directly in Godot? The answer is that there are many advantages to it:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:18 +msgid "Better integration with the engine, so less hassle importing and editing from an external tool." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:19 +msgid "Ability to control particle systems, shaders, sounds, call scripts, colors, transparency, etc. in animations." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:20 +msgid "The built-in skeletal system in Godot is very efficient and designed for performance." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:22 +msgid "The following tutorial will, then, explain 2D skeletal deformations." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:25 +msgid "Setup" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:27 +msgid "Before starting, it is advised to go through the :ref:`doc_cutout_animations` tutorial to gain a general understanding of animating within Godot." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:30 +msgid "For this tutorial, we will be using a single image to construct our character. Download it from :download:`gBot_pieces.png ` or save the image below." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:35 +msgid "It is also advised to download the final character image :download:`gBot_complete.png ` to have a good reference for putting the different pieces together." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:41 +msgid "Creating the polygons" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:43 +msgid "Create a new scene for your model (if it's going to be an animated character, you may want to use a ``KinematicBody2D``). For ease of use, an empty 2D node is created as a root for the polygons." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:46 +msgid "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the scene for now, so simply create it like this:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:50 +msgid "Select it and assign the texture with the character pieces you have downloaded before:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:54 +msgid "Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog for the polygon:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:58 +msgid "Head over to the *Points* mode, select the pencil and draw a polygon around the desired piece:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:62 +msgid "Duplicate the polygon node, rename it properly, enter the \"UV\" dialog again and replace the old polygon with another one in the new desired piece." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:66 +msgid "Keep doing this until all pieces have been mapped." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:70 +msgid "You will notice that pieces for nodes appear in the same layout as they do in the original texture. This is because (by default) when you draw a polygon, the UV and points are the same." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:73 +msgid "Rearrange the pieces and build the character. This should be pretty quick. There is no need to change pivots, so don't bother making sure rotation pivots for each piece are right; you can leave them be for now." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:78 +msgid "Ah, the visual order of the pieces is not correct yet, as some are covering wrong pieces. Rearrange the order of the nodes to fix this:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:82 +msgid "And there you go! It was definitely much easier than in the cutout tutorial." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:85 +msgid "Creating the skeleton" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:87 +msgid "Create a ``Skeleton2D`` node as a child of the root node. This will be the base of our skeleton:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:91 +msgid "Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip (usually skeletons start here). The bone will be pointing to the right, but you can ignore this for now." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:96 +msgid "Keep creating bones in hierarchy and naming them accordingly." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:100 +msgid "At the end of this chain, there will be a *jaw* node. It is, again, very short and pointing to the right. This is normal for bones without children. The length of *tip* bones can be changed with a property in the inspector:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:105 +msgid "In this case, we don't need to rotate the bone (coincidentially the jaw points right in the sprite), but in case you need to, feel free to do it. Again, this is only really needed for tip bones as nodes with children don't usually need a length or a specific rotation." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:108 +msgid "Keep going and build the whole skeleton:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:112 +msgid "You will notice that all bones raise an annoying warning about a missing rest pose. This means that it's time to set one. Go to the *skeleton* node and create a rest pose. This pose is the default one, you can come back to it anytime you want (which is very handy for animating):" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:117 +msgid "The warnings will go away. If you modify the skeleton (add/remove bones) you will need to set the rest pose again." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:120 +msgid "Deforming the polygons" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:122 +msgid "Select the previously created polygons and assign the skeleton node to their ``Skeleton`` property. This will ensure that they can eventually by deformed by it." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:126 +msgid "Click the property highlighted above and select the skeleton node:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:130 +msgid "Again, open the UV editor for the polygon and go to the *Bones* section." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:134 +msgid "You will not be able to paint weights yet. For this you need to synchronize the list of bones from the skeleton with the polygon. This step is done manually and only once (unless you modify the skeleton). It ensures that your rigging information is kept in the polygon, even if a skeleton node is accidentally lost or the skeleton modified. Push the \"Sync Bones to Polygon\" button to sync the list." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:140 +msgid "The list of bones will automatically appear. By default, your polygon has no weight assigned to any of them. Select the bones you want to assign weight to and paint them:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:145 +msgid "Points in white have a full weight assigned, while points in black are not influenced by the bone. If the same point is painted white for multiple bones, the influence will be distributed amongst them (so usually there is not that much need to use shades in-between unless you want to polish the bending effect)." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:151 +msgid "After painting the weights, animating the bones (NOT the polygons!) will have the desired effect of modifying and bending the polygons accordingly. As you only need to animate bones in this approach, work becomes much easier!" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:154 +msgid "But it's not all roses. Trying to animate bones that bend the polygon will often yield unexpected results:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:158 +msgid "This happens because Godot generates internal triangles that connect the points when drawing the polygon. They don't always bend the way you would expect. To solve this, you need to set hints in the geometry to clarify how you expect it to deform." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:162 +msgid "Internal vertices" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:164 +msgid "Open the UV menu for each bone again and go to the *Points* section. Add some internal vertices in the regions where you expect the geometry to bend:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:168 +msgid "Now, go to the *Polygon* section and redraw your own polygons with more detail. Imagine that, as your polygons bend, you need to make sure they deform the least possible, so experiment a bit to find the right setup." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:173 +msgid "Once you start drawing, the original polygon will disappear and you will be free to create your own:" +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:177 +msgid "This amount of detail is usually fine, though you may want to have more fine-grained control over where triangles go. Experiment by yourself until you get the results you like." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:179 +msgid "**Note:** Don't forget that your newly added internal vertices also need weight painting! Go to the *Bones* section again to assign them to the right bones." +msgstr "" + +#: ../../docs/tutorials/2d/2d_skeletons.rst:181 +msgid "Once you are all set, you will get much better results:" +msgstr "" + diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 602172ff54..ec3c342e83 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 15b77120f6..e8dee93297 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index c8ae95e21b..b7ebb8cdc6 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,158 +45,158 @@ msgid "Visualizations that are not that compatible with nodes: (example: a tetri msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:28 -msgid "Managing drawing logic of a large amount of simple objects (in the hundreds of thousands). Using a thousand nodes is probably not nearly as efficient as drawing, but a thousand draw calls are cheap; take the \"Shower of Bullets\" demo as an example." +msgid "Drawing a large number of simple objects. Custom drawing avoids the overhead of using nodes which makes it less memory intensive and potentially faster." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:32 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:31 msgid "Making a custom UI control. There are plenty of controls available, but it's easy to run into the need to make a new, custom one." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:36 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:35 msgid "OK, how?" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:38 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:37 msgid "Add a script to any :ref:`CanvasItem ` derived node, like :ref:`Control ` or :ref:`Node2D `. Then override the ``_draw()`` function." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:58 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:57 msgid "Draw commands are described in the :ref:`CanvasItem ` class reference. There are plenty of them." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:62 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:61 msgid "Updating" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:64 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:63 msgid "The ``_draw()`` function is only called once, and then the draw commands are cached and remembered, so further calls are unnecessary." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:67 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:66 msgid "If re-drawing is required because a state or something else changed, simply call :ref:`CanvasItem.update() ` in that same node and a new ``_draw()`` call will happen." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:71 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:70 msgid "Here is a little more complex example, a texture variable that will be redrawn if modified:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:115 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:114 msgid "In some cases, it may be desired to draw every frame. For this, just call ``update()`` from the ``_process()`` callback, like this:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:147 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:146 msgid "An example: drawing circular arcs" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:149 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:148 msgid "We will now use the custom drawing functionality of the Godot Engine to draw something that Godot doesn't provide functions for. As an example, Godot provides a ``draw_circle()`` function that draws a whole circle. However, what about drawing a portion of a circle? You will have to code a function to perform this and draw it yourself." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:155 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:154 msgid "Arc function" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:157 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:156 msgid "An arc is defined by its support circle parameters, that is, the center position and the radius. The arc itself is then defined by the angle it starts from and the angle at which it stops. These are the 4 arguments that we have to provide to our drawing function. We'll also provide the color value, so we can draw the arc in different colors if we wish." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:162 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:161 msgid "Basically, drawing a shape on the screen requires it to be decomposed into a certain number of points linked from one to the next. As you can imagine, the more points your shape is made of, the smoother it will appear, but the heavier it will also be in terms of processing cost. In general, if your shape is huge (or in 3D, close to the camera), it will require more points to be drawn without it being angular-looking. On the contrary, if your shape is small (or in 3D, far from the camera), you may decrease its number of points to save processing costs; this is known as *Level of Detail (LoD)*. In our example, we will simply use a fixed number of points, no matter the radius." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:202 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:201 msgid "Remember the number of points our shape has to be decomposed into? We fixed this number in the ``nb_points`` variable to a value of ``32``. Then, we initialize an empty ``PoolVector2Array``, which is simply an array of ``Vector2``\\ s." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:206 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:205 msgid "The next step consists of computing the actual positions of these 32 points that compose an arc. This is done in the first for-loop: we iterate over the number of points for which we want to compute the positions, plus one to include the last point. We first determine the angle of each point, between the starting and ending angles." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:211 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:210 msgid "The reason why each angle is decreased by 90° is that we will compute 2D positions out of each angle using trigonometry (you know, cosine and sine stuff...). However, to be simple, ``cos()`` and ``sin()`` use radians, not degrees. The angle of 0° (0 radian) starts at 3 o'clock, although we want to start counting at 12 o'clock. So we decrease each angle by 90° in order to start counting from 12 o'clock." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:217 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:216 msgid "The actual position of a point located on a circle at angle ``angle`` (in radians) is given by ``Vector2(cos(angle), sin(angle))``. Since ``cos()`` and ``sin()`` return values between -1 and 1, the position is located on a circle of radius 1. To have this position on our support circle, which has a radius of ``radius``, we simply need to multiply the position by ``radius``. Finally, we need to position our support circle at the ``center`` position, which is performed by adding it to our ``Vector2`` value. Finally, we insert the point in the ``PoolVector2Array`` which was previously defined." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:225 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:224 msgid "Now, we need to actually draw our points. As you can imagine, we will not simply draw our 32 points: we need to draw everything that is between each of them. We could have computed every point ourselves using the previous method, and drew it one by one. But this is too complicated and inefficient (except if explicitly needed), so we simply draw lines between each pair of points. Unless the radius of our support circle is big, the length of each line between a pair of points will never be long enough to see them. If that were to happen, we would simply need to increase the number of points." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:235 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:234 msgid "Draw the arc on the screen" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:237 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:236 msgid "We now have a function that draws stuff on the screen; it is time to call it inside the ``_draw()`` function:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:264 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:263 msgid "Result:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:269 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:268 msgid "Arc polygon function" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:271 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:270 msgid "We can take this a step further and not only write a function that draws the plain portion of the disc defined by the arc, but also its shape. The method is exactly the same as before, except that we draw a polygon instead of lines:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:311 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:310 msgid "Dynamic custom drawing" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:313 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:312 msgid "All right, we are now able to draw custom stuff on the screen. However, it is static; let's make this shape turn around the center. The solution to do this is simply to change the angle_from and angle_to values over time. For our example, we will simply increment them by 50. This increment value has to remain constant or else the rotation speed will change accordingly." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:319 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:318 msgid "First, we have to make both angle_from and angle_to variables global at the top of our script. Also note that you can store them in other nodes and access them using ``get_node()``." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:341 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:340 msgid "We make these values change in the _process(delta) function." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:343 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:342 msgid "We also increment our angle_from and angle_to values here. However, we must not forget to ``wrap()`` the resulting values between 0 and 360°! That is, if the angle is 361°, then it is actually 1°. If you don't wrap these values, the script will work correctly, but the angle values will grow bigger and bigger over time until they reach the maximum integer value Godot can manage (``2^31 - 1``). When this happens, Godot may crash or produce unexpected behavior. Since Godot doesn't provide a ``wrap()`` function, we'll create it here, as it is relatively simple." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:352 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:351 msgid "Finally, we must not forget to call the ``update()`` function, which automatically calls ``_draw()``. This way, you can control when you want to refresh the frame." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:397 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:396 msgid "Also, don't forget to modify the ``_draw()`` function to make use of these variables:" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:421 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:420 msgid "Let's run! It works, but the arc is rotating insanely fast! What's wrong?" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:424 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:423 msgid "The reason is that your GPU is actually displaying the frames as fast as it can. We need to \"normalize\" the drawing by this speed; to achieve that, we have to make use of the ``delta`` parameter of the ``_process()`` function. ``delta`` contains the time elapsed between the two last rendered frames. It is generally small (about 0.0003 seconds, but this depends on your hardware), so using ``delta`` to control your drawing ensures that your program runs at the same speed on everybody's hardware." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:432 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:431 msgid "In our case, we simply need to multiply our ``rotation_angle`` variable by ``delta`` in the ``_process()`` function. This way, our 2 angles will be increased by a much smaller value, which directly depends on the rendering speed." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:466 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:465 msgid "Let's run again! This time, the rotation displays fine!" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:469 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:468 msgid "Tools" msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:471 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:470 msgid "Drawing your own nodes might also be desired while running them in the editor to use as a preview or visualization of some feature or behavior." msgstr "" -#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:475 +#: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:474 msgid "Remember to use the \"tool\" keyword at the top of the script (check the :ref:`doc_gdscript` reference if you forgot what this does)." msgstr "" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 5559bf9af1..af8b8f1f75 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 996cf4fe6d..238c95963d 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 090266826e..0cffab00f3 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index cf0e2b2128..9dac115d4c 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index f962bfe3f6..fbc96c35a8 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 621d2c5475..41b42e3187 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 2b567bea2c..53522baf1a 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index 8a10707df2..ff0e446ead 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index 32d086b1f0..d31e6984be 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index aa347953a6..2ccec84c4c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index 3862f7dbef..d2f5ab3a64 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index faa5e086ff..cf76048faf 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index 1d82755ea6..76616a6ae3 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index 21702c67a9..0d6993fcc2 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index 1f59ddc196..062575ae6d 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index f01f2da893..5be92b4971 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index a32829146b..241e4fbab6 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index aa914ca340..4c6df8d3a2 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/inverse_kinematics.pot b/sphinx/templates/tutorials/3d/inverse_kinematics.pot deleted file mode 100644 index b96742454a..0000000000 --- a/sphinx/templates/tutorials/3d/inverse_kinematics.pot +++ /dev/null @@ -1,114 +0,0 @@ -# SOME DESCRIPTIVE TITLE. -# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) -# This file is distributed under the same license as the Godot Engine package. -# FIRST AUTHOR , YEAR. -# -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine latest\n" -"Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:4 -msgid "Inverse kinematics" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:6 -msgid "This tutorial is a follow-up to :ref:`doc_working_with_3d_skeletons`." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:8 -msgid "Previously, we were able to control the rotations of bones in order to manipulate where our arm was (forward kinematics). But what if we wanted to solve this problem in reverse? Inverse kinematics (IK) tells us *how* to rotate our bones in order to reach a desired position." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:13 -msgid "A simple example of IK is the human arm: While we intuitively know the target position of an object we want to reach for, our brains need to figure out how much to move each joint in our arm to get to that target." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:18 -msgid "Initial problem" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:20 -msgid "We want to position the 2 angles on the joints of our upperarm and lowerarm so that the tip of the lowerarm bone is as close to the target point (which is set by the target Vector3) as possible using only rotations. This task is calculation-intensive and never resolved by analytical equation solving, as it is an under-constrained problem, which means that there is more than one solution to an IK problem." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:30 -msgid "For easy calculation in this chapter, we assume the target is a child of Skeleton. If this is not the case for your setup, you can always reparent it in your script, as you will save on calculations if you do so." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:35 -msgid "In the picture, you see the angles alpha and beta. In this case, we don't use poles and constraints, so we need to add our own. On the picture the angles are 2D angles living in a plane which is defined by bone base, bone tip, and target." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:40 -msgid "The rotation axis is easily calculated using the cross-product of the bone vector and the target vector. The rotation, in this case, will always be in the positive direction. If ``t`` is the Transform which we get from the get_bone_global_pose() function, the bone vector is" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:49 -msgid "So we have all the information we need to execute our algorithm." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:51 -msgid "In game dev it is common to resolve this problem by iteratively closing to the desired location, adding/subtracting small numbers to the angles until the distance change achieved is less than some small error value. Sounds easy enough, but there are still Godot problems we need to resolve to achieve our goal." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:57 -msgid "**How to find coordinates of the tip of the bone?**" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:58 -msgid "**How to find the vector from the bone base to the target?**" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:60 -msgid "For our goal (tip of the bone moved within area of target), we need to know where the tip of our IK bone is. As we don't use a leaf bone as IK bone, we know the coordinate of the bone base is the tip of the parent bone. All these calculations are quite dependent on the skeleton's structure. You could use pre-calculated constants, or you could add an extra bone at the tip of the IK bone and calculate using that." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:68 -msgid "Implementation" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:70 -msgid "We will use an exported variable for the bone length to make it easy." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:78 -msgid "Now, we need to apply our transformations from the IK bone to the base of the chain, so we apply a rotation to the IK bone, then move from our IK bone up to its parent, apply rotation again, then move to the parent of the current bone again, etc. So we need to limit our chain somewhat." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:87 -msgid "For the ``_ready()`` function:" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:96 -msgid "Now we can write our chain-passing function:" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:110 -msgid "And for the ``_process()`` function:" -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:117 -msgid "Executing this script will pass through the bone chain, printing bone transforms." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:147 -msgid "Now we need to actually work with the target. The target should be placed somewhere accessible. Since \"arm\" is an imported scene, we better place the target node within our top level scene. But for us to work with target easily, its Transform should be on the same level as the Skeleton." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:152 -msgid "To cope with this problem, we create a \"target\" node under our scene root node and will reparent it at runtime, copying the global transform, which will achieve the desired effect." -msgstr "" - -#: ../../docs/tutorials/3d/inverse_kinematics.rst:156 -msgid "Create a new Spatial node under the root node and rename it to \"target\". Then modify the ``_ready()`` function to look like this:" -msgstr "" - diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 6b6bcd52ba..1f5c6ffac3 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index e6ca7aedd0..996ddde9a9 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index 240e6302b4..1372c2f7e4 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 69d46c10bc..dab4a40f5d 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 254045dad4..fdcc4c2ea2 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index bb73e99da5..f5c9bed2be 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot b/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot deleted file mode 100644 index db21c9079a..0000000000 --- a/sphinx/templates/tutorials/3d/working_with_3d_skeletons.pot +++ /dev/null @@ -1,238 +0,0 @@ -# SOME DESCRIPTIVE TITLE. -# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) -# This file is distributed under the same license as the Godot Engine package. -# FIRST AUTHOR , YEAR. -# -#, fuzzy -msgid "" -msgstr "" -"Project-Id-Version: Godot Engine latest\n" -"Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" -"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" -"Last-Translator: FULL NAME \n" -"Language-Team: LANGUAGE \n" -"MIME-Version: 1.0\n" -"Content-Type: text/plain; charset=UTF-8\n" -"Content-Transfer-Encoding: 8bit\n" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:4 -msgid "Working with 3D skeletons" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:6 -msgid "Godot 3D skeleton support is currently quite rudimentary. The :ref:`class_Skeleton` node and class were designed mainly to support importing skeletal animations as a set of transformation matrices." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:11 -msgid "Skeleton node" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:13 -msgid "The Skeleton node can be directly added anywhere you want on a scene. Usually the target mesh is a child of Skeleton, as it is easier to manipulate this way, since Transforms within a skeleton are relative to where the Skeleton is. But you can specify a Skeleton node in every MeshInstance." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:18 -msgid "Naturally, Skeleton is intended to deform meshes and consists of structures called \"bones\". Each \"bone\" is represented as a Transform, which is applied to a group of vertices within a mesh. You can directly control a group of vertices from Godot. For that please reference the :ref:`class_MeshDataTool` class and its method :ref:`set_vertex_bones() `." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:24 -msgid "The \"bones\" are organized hierarchically. Every bone, except for the root bone(s), has a parent. Every bone also has an associated name you can use to refer to it (e.g. \"root\" or \"hand.L\", etc.). All bones are numbered, and these numbers are bone IDs. Bone parents are referred to by their numbered IDs." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:30 -msgid "For the rest of the article, we will consider the following scene:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:38 -msgid "This scene is imported from Blender. It contains an arm mesh with 2 bones, upperarm and lowerarm, with the lowerarm bone parented to the upperarm." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:42 -msgid "Skeleton class" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:44 -msgid "You can view Godots internal help for descriptions of all functions. Basically, all operations on bones are done using their numeric ID. You can convert from a name to a numeric ID and vice versa." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:48 -msgid "**To find the number of bones in a skeleton we use the get_bone_count() function:**" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:61 -msgid "**To find the ID of a bone, use the find_bone() function:**" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:73 -msgid "Now, we want to do something interesting with the ID, not just print it. Also, we might need additional information, finding bone parents to complete chains, etc. This is done with the get/set_bone\\_\\* functions." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:77 -msgid "**To find the parent of a bone we use the get_bone_parent(id) function:**" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:91 -msgid "The bone transforms are what interests us here. There are 3 kinds of transform: local, global, custom." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:94 -msgid "**To find the local Transform of a bone, we use get_bone_pose(id) function:**" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:110 -msgid "So we get a 3x4 matrix there, with the first column filled with 1s. What can we do with this matrix? It is a Transform, so we can do everything we can do with Transforms (basically translate, rotate and scale). We could also multiply transforms to have more complex transforms. Remember, \"bones\" in Godot are just Transforms over a group of vertices. We could also copy Transforms of other objects there. So let's rotate our \"upperarm\" bone:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:138 -msgid "Now we can rotate individual bones. The same happens for scale and translate. Try these on your own and check the results." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:141 -msgid "What we used here was the local pose. By default all bones are not modified. But this Transform tells us nothing about the relationship between bones. This information is needed for quite a number of tasks. How can we get it? This is where the global transform comes into play:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:146 -msgid "**To find the bone global Transform we use get_bone_global_pose(id) function:**" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:149 -msgid "Let's find the global Transform for the lowerarm bone:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:165 -msgid "As you can see, this transform is not zeroed. While being called global, it is actually relative to the Skeleton origin. For a root bone, the origin is always at 0 if not modified. Let's print the origin for our lowerarm bone:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:183 -msgid "You will see a number. What does this number mean? It is a rotation point of the Transform. So it is base part of the bone. In Blender, you can go to Pose mode and try to rotate bones there. They will rotate around their origin." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:188 -msgid "But what about the bone tip? We can't know things like the bone length, which we need for many things, without knowing the tip location. For all bones in a chain, except for the last one, we can calculate the tip location. It is simply a child bone's origin. There are situations when this is not true, such as for non-connected bones, but that is OK for us for now, as it is not important regarding Transforms." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:195 -msgid "Notice that the leaf bone tip is nowhere to be found. A leaf bone is a bone without children, so you don't have any information about its tip. But this is not a showstopper. You can overcome this by either adding an extra bone to the chain or just calculating the length of the leaf bone in Blender and storing the value in your script." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:202 -msgid "Using 3D \"bones\" for mesh control" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:204 -msgid "Now, as you know the basics, we can apply these to make full FK-control of our arm (FK is forward-kinematics)." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:207 -msgid "To fully control our arm, we need the following parameters:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:209 -msgid "Upperarm angle x, y, z" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:210 -msgid "Lowerarm angle x, y, z" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:212 -msgid "All of these parameters can be set, incremented, and decremented." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:214 -msgid "Create the following node tree:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:223 -msgid "Set up the Camera so that the arm is properly visible. Rotate DirectionLight so that the arm is properly lit while in scene play mode." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:226 -msgid "Now we need to create a new script under main:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:228 -msgid "First we define the setup parameters:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:235 -msgid "Now we need to set up a way to change them. Let us use keys for that." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:237 -msgid "Please create 7 actions under project settings -> Input Map:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:239 -msgid "**selext_x** - bind to X key" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:240 -msgid "**selext_y** - bind to Y key" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:241 -msgid "**selext_z** - bind to Z key" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:242 -msgid "**select_upperarm** - bind to key 1" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:243 -msgid "**select_lowerarm** - bind to key 2" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:244 -msgid "**increment** - bind to key numpad +" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:245 -msgid "**decrement** - bind to key numpad -" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:247 -msgid "So now we want to adjust the above parameters. Therefore, we create code which does that:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:275 -msgid "The full code for arm control is this:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:327 -msgid "Pressing keys 1/2 selects upperarm/lowerarm; select the axis by pressing x, y, z, rotate using numpad \"+\"/\"-\"." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:330 -msgid "This way you fully control your arm in FK mode using 2 bones. You can add additional bones and/or improve the \"feel\" of the interface by using coefficients for the change. I recommend you play with this example a lot before moving on to the next part." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:335 -msgid "You can clone the demo code for this chapter using" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:342 -msgid "Or you can browse it using the web-interface:" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:344 -msgid "https://github.com/slapin/godot-skel3d" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:347 -msgid "Using 3D \"bones\" to implement inverse kinematics" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:349 -msgid "See :ref:`doc_inverse_kinematics`." -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:352 -msgid "Using 3D \"bones\" to implement ragdoll-like physics" -msgstr "" - -#: ../../docs/tutorials/3d/working_with_3d_skeletons.rst:354 -msgid "TODO." -msgstr "" - diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 85048f1843..d106f67556 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -384,3 +384,15 @@ msgstr "" msgid "When creating complex animations and inserting many keyframes, editing the individual keyframe curves for each can become an endless task. For this, the Animation Editor has a small menu where changing animation curves is easy. First select the appropriate keys. Next click on the pencil icon in the bottom right of the animation panel, this will open the transition editor. Now click on one of the curve options most appropriate for your animation." msgstr "" +#: ../../docs/tutorials/animation/cutout_animation.rst:365 +msgid "2D Skeletal deform" +msgstr "" + +#: ../../docs/tutorials/animation/cutout_animation.rst:367 +msgid "Starting with Godot 3.1, 2D skeletal deform is supported, which can be used to enhance this workflow and add more flexibility (single pieces can deform more organically instead of having to use many separate ones)." +msgstr "" + +#: ../../docs/tutorials/animation/cutout_animation.rst:370 +msgid "This process is described in a :ref:`separate tutorial <2d_skeletons>`." +msgstr "" + diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index 29ca089fd2..33803e9359 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index c9d2c18277..e6c8f07d68 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index d6b6dc27a8..50bd587344 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index bf2f40695b..299bb6e428 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index 6e0f7e7993..df60366915 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index fe463319c6..2301cc8394 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 9a69eeb2d2..d8033f4013 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index fe7c7d4a37..d4955a20f2 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index d6248297c6..370689ac03 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index d54f897507..2ff4e5a1c6 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index 3a9b82069c..7c468ca748 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index 6dcd69e0b1..ce46b83154 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,11 +25,11 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:9 -msgid ":ref:`class_RichTextLabel` allows to display complex text markup in a control. It has a built-in API for generating the markup, but can also parse a BBCode." +msgid ":ref:`class_RichTextLabel` allows the display of complex text markup in a control. It has a built-in API for generating the markup, but can also parse a BBCode." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:12 -msgid "Note that the BBCode tags can also be used to some extent in the :ref:`XML source of the class reference `." +msgid "Note that the BBCode tags can also be used, to some extent, in the :ref:`XML source of the class reference `." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:16 @@ -37,7 +37,7 @@ msgid "Setting up" msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:18 -msgid "For RichTextLabel to work properly, it must be set up. This means loading the intended fonts in the relevant properties:" +msgid "For a ``RichTextLabel`` to work properly, it must be set up. That means loading the intended fonts in the relevant properties:" msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:24 @@ -221,7 +221,7 @@ msgid "``[color=]{text}[/color]``" msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:55 -msgid "Change {text} color, use # format such as #ff00ff or name." +msgid "Change {text} color; use name or # format, such as #ff00ff." msgstr "" #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:59 diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 5cdd9f4ddc..7b860f581f 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "So many controls..." msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:9 -msgid "Yet there are never enough. Creating your own custom controls that act just the way you want them is an obsession of almost every GUI programmer. Godot provides plenty of them, but they may not work exactly the way you want. Before contacting the developers with a pull-request to support diagonal scrollbars, at least it will be good to know how to create these controls easily from script." +msgid "Yet there are never enough. Creating your own custom controls that act just the way you want them to is an obsession of almost every GUI programmer. Godot provides plenty of them, but they may not work exactly the way you want. Before contacting the developers with a pull-request to support diagonal scrollbars, at least it will be good to know how to create these controls easily from script." msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:17 @@ -57,7 +57,7 @@ msgid "Sizing" msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:71 -msgid "As mentioned before, size is important to controls. This allows them to lay out properly, when set into grids, containers, or anchored. Controls most of the time provide a *minimum size* to help to properly lay them out. For example, if controls are placed vertically on top of each other using a :ref:`VBoxContainer `, the minimum size will make sure your custom control is not squished by the other controls in the container." +msgid "As mentioned before, size is important to controls. This allows them to lay out properly, when set into grids, containers, or anchored. Controls, most of the time, provide a *minimum size* to help properly lay them out. For example, if controls are placed vertically on top of each other using a :ref:`VBoxContainer `, the minimum size will make sure your custom control is not squished by the other controls in the container." msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:79 @@ -109,6 +109,6 @@ msgid "Notifications" msgstr "" #: ../../docs/tutorials/gui/custom_gui_controls.rst:173 -msgid "Controls also have many useful notifications for which no callback exists, but can be checked with the _notification callback:" +msgid "Controls also have many useful notifications for which no dedicated callback exists, but which can be checked with the _notification callback:" msgstr "" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index fd5b0eb6d1..7b380c761c 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -21,7 +21,7 @@ msgid "GUI skinning" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:7 -msgid "Oh beautiful GUI!" +msgid "Oh, beautiful GUI!" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:9 @@ -29,11 +29,11 @@ msgid "This tutorial is about advanced skinning of an user interface. Most games msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:15 -msgid "However, many types of games often need complex user interfaces, like MMOs, traditional RPGs, Simulators, Strategy, etc. These kind of interfaces are also common in some games that include editors to create content, or interfaces for network connectivity." +msgid "However, many types of games often need complex user interfaces, like MMOs, traditional RPGs, Simulators, Strategy, etc. These kinds of interface are also common in some games that include editors to create content, or interfaces for network connectivity." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:20 -msgid "Godot user interface uses these kind of controls with the default theme, but they can be skinned to resemble pretty much any kind of user interface." +msgid "Godot's user interface uses these kinds of control with the default theme, but they can be skinned to resemble pretty much any kind of user interface." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:25 @@ -41,11 +41,11 @@ msgid "Theme" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:27 -msgid "The GUI is skinned through the :ref:`Theme ` resource. Theme contains all the information required to change the entire visual styling of all controls. Theme options are named, so it's not obvious which name changes what (especially from code), but several tools are provided. The ultimate place to look at what each theme option is for each control, which will always be more up to date than any documentation is the file `scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used to customize the theme." +msgid "The GUI is skinned through the :ref:`Theme ` resource. Theme contains all the information required to change the entire visual styling of all controls. Theme options are named, so it's not obvious which name changes what (especially from code), but several tools are provided. The ultimate place to look at what each theme option is for each control, which will always be more up to date than any documentation, is the file `scene/resources/default_theme/default_theme.cpp `__. The rest of this document will explain the different tools used to customize the theme." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:38 -msgid "A Theme can be applied to any control in the scene. As a result, all children and grand-children controls will use that same theme too (unless another theme is specified further down the tree). If a value is not found in a theme, it will be searched in themes higher up in the hierarchy towards the root. If nothing was found, the default theme is used. This system allows for flexible overriding of themes in complex user interfaces." +msgid "A Theme can be applied to any control in the scene. As a result, all children and grand-children controls will use that same theme, too (unless another theme is specified further down the tree). If a value is not found in a theme, it will be searched in themes higher up in the hierarchy, towards the root. If nothing was found, the default theme is used. This system allows for flexible overriding of themes in complex user interfaces." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:47 @@ -65,7 +65,7 @@ msgid "**A Color**: A single color, with or without transparency. Colors are usu msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:55 -msgid "**A Texture**: A single image. Textures are not often used, but when they are they represent handles to pick or icons in a complex control (such as file dialog)." +msgid "**A Texture**: A single image. Textures are not often used, but when they are, they represent handles to pick or icons in a complex control (such as a file dialog)." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:58 @@ -77,7 +77,7 @@ msgid "**A StyleBox**: Stylebox is a resource that defines how to draw a panel i msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:63 -msgid "Every option is associated to:" +msgid "Every option is associated with:" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:65 @@ -93,11 +93,11 @@ msgid "An example usage:" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:87 -msgid "In the example above, a new theme is created. The \"font_color\" option is changed and then applied to a label. As a result, the label (and all children and grand children labels) will use that color." +msgid "In the example above, a new theme is created. The \"font_color\" option is changed and then applied to a label. As a result, the label (and all children and grandchildren labels) will use that color." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:91 -msgid "It is possible to override those options without using the theme directly and only for a specific control by using the override API in :ref:`Control.add_color_override() `:" +msgid "It is possible to override those options without using the theme directly, and only for a specific control, by using the override API in :ref:`Control.add_color_override() `:" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:106 @@ -113,7 +113,7 @@ msgid "If only a few controls need to be skinned, it is often not necessary to c msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:118 -msgid "As can be see in the image above, theme options have little check-boxes. If checked, they can be used to override the value of the theme just for that control." +msgid "As can be seen in the image above, theme options have little check boxes. If checked, they can be used to override the value of the theme just for that control." msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:123 @@ -121,7 +121,7 @@ msgid "Creating a theme" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:125 -msgid "The simplest way to create a theme is to edit a theme resource. Create a Theme from the resource menu, the editor will appear immediately. Following to this, save it (to, as example, mytheme.thm):" +msgid "The simplest way to create a theme is to edit a theme resource. Create a Theme from the resource menu; the editor will appear immediately. After that, save it (for example, with the name mytheme.theme):" msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:131 @@ -145,22 +145,22 @@ msgid "Immediately, all button theme options will appear in the property editor, msgstr "" #: ../../docs/tutorials/gui/gui_skinning.rst:152 -msgid "Select the \"normal\" stylebox and create a new \"StyleBoxTexture\", then edit it. A texture stylebox basically contains a texture and the size of the margins that will not stretch when the texture is stretched. This is called \"3x3\" stretching:" +msgid "From ``Styles``, open the \"Normal\" drop-down menu next to where it probably says \"null\" and create a \"New StyleBoxTexture\", then edit it. A texture stylebox basically contains a texture and the size of the margins that will not stretch when the texture is stretched. This is called \"3x3\" stretching:" msgstr "" -#: ../../docs/tutorials/gui/gui_skinning.rst:159 +#: ../../docs/tutorials/gui/gui_skinning.rst:160 msgid "Repeat the steps and add the other assets. There is no hover or disabled image in the example files, so use the same stylebox as in normal. Set the supplied font as the button font and change the font color to black. Soon, your button will look different and retro:" msgstr "" -#: ../../docs/tutorials/gui/gui_skinning.rst:166 -msgid "Save this theme to the .thm file. Go to the 2D editor and create a few buttons:" +#: ../../docs/tutorials/gui/gui_skinning.rst:167 +msgid "Save this theme to the .theme file. Go to the 2D editor and create a few buttons:" msgstr "" -#: ../../docs/tutorials/gui/gui_skinning.rst:171 -msgid "Now, go to the root node of the scene and locate the \"theme\" property, replace it by the theme that was just created. It should look like this:" +#: ../../docs/tutorials/gui/gui_skinning.rst:172 +msgid "Now, go to the root node of the scene and locate the \"theme\" property, replace it with the theme that was just created. It should look like this:" msgstr "" -#: ../../docs/tutorials/gui/gui_skinning.rst:176 +#: ../../docs/tutorials/gui/gui_skinning.rst:177 msgid "Congratulations! You have created a reusable GUI Theme!" msgstr "" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index bd1f55884e..54c6c864d5 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index 928d890531..9344ec9e12 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -29,11 +29,11 @@ msgid "Only TVs nowadays have a standard resolution and aspect ratio. Everything msgstr "" #: ../../docs/tutorials/gui/size_and_anchors.rst:15 -msgid "There are several ways to handle this, but for now let's just imagine that the screen resolution has changed and the controls need to be re-positioned. Some will need to follow the bottom of the screen, others the top of the screen, or maybe the right or left margins." +msgid "There are several ways to handle this, but for now, let's just imagine that the screen resolution has changed and the controls need to be re-positioned. Some will need to follow the bottom of the screen, others the top of the screen, or maybe the right or left margins." msgstr "" #: ../../docs/tutorials/gui/size_and_anchors.rst:22 -msgid "This is done by editing the *margin* properties of controls. Each control has four margins: left, right, bottom and top. By default all of them represent a distance in pixels relative to the top-left corner of the parent control or (in case there is no parent control) the viewport." +msgid "This is done by editing the *margin* properties of controls. Each control has four margins: left, right, bottom and top. By default, all of them represent a distance in pixels relative to the top-left corner of the parent control or (in case there is no parent control) the viewport." msgstr "" #: ../../docs/tutorials/gui/size_and_anchors.rst:29 @@ -41,6 +41,6 @@ msgid "When horizontal (left,right) and/or vertical (top,bottom) anchors are cha msgstr "" #: ../../docs/tutorials/gui/size_and_anchors.rst:35 -msgid "Here the control is set to expand its bottom-right corner with that of the parent, so when re-sizing the parent, the control will always cover it, leaving a 20 pixel margin:" +msgid "Here, the control is set to expand its bottom-right corner with that of the parent, so when re-sizing the parent, the control will always cover it, leaving a 20 pixel margin:" msgstr "" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 54e29c04d1..50141ec6eb 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index 461dd9786b..ce02f350db 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -65,7 +65,7 @@ msgid "Converting keys to text" msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:54 -msgid "Some controls such as :ref:`Button ` and :ref:`Label ` will automatically fetch a translation if their text matches a translation key. For example, if a label's text is \"MAIN_SCREEN_GREETING1\" and that key exists in the current translation, then the text will be automatically translated." +msgid "Some controls, such as :ref:`Button ` and :ref:`Label `, will automatically fetch a translation if their text matches a translation key. For example, if a label's text is \"MAIN_SCREEN_GREETING1\" and that key exists in the current translation, then the text will automatically be translated." msgstr "" #: ../../docs/tutorials/i18n/internationalizing_games.rst:59 diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index 07d9abdebd..ee3be63dbf 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index bb7db63d4c..d2a56c8b92 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -35,7 +35,7 @@ msgid "Using a script" msgstr "" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:11 -msgid "Using project settings is a simpler but more limited way to customize the mouse cursor. The second way is more customizable but involves scripting." +msgid "Using project settings is a simpler (but more limited) way to customize the mouse cursor. The second way is more customizable, but involves scripting." msgstr "" #: ../../docs/tutorials/inputs/custom_mouse_cursor.rst:16 diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 863d3655d5..fe66111d99 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 4db94e934c..47eb32877d 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index b8b10f326b..a06f92c653 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "Hardware display coordinates" msgstr "" #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:16 -msgid "Using hardware coordinates makes sense in the case of writing complex UIs meant to run on PC, such as editors, MMOs, tools, etc. Yet, it does not make as much sense outside of that scope." +msgid "Using hardware coordinates makes sense in the case of writing complex UIs meant to run on PC, such as editors, MMOs, tools, etc. However, it does not make as much sense outside of that scope." msgstr "" #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:21 @@ -45,6 +45,6 @@ msgid "Godot uses viewports to display content, and viewports can be scaled by s msgstr "" #: ../../docs/tutorials/inputs/mouse_and_input_coordinates.rst:55 -msgid "Alternatively it's possible to ask the viewport for the mouse position:" +msgid "Alternatively, it's possible to ask the viewport for the mouse position:" msgstr "" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index 5a288cd757..6b6839013b 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,7 +97,7 @@ msgid "This example demonstrates how to load a new scene. Consider it in the con msgstr "" #: ../../docs/tutorials/io/background_loading.rst:92 -msgid "First we setup some variables and initialize the ``current_scene`` with the main scene of the game:" +msgid "Firstly, we set up some variables and initialize the ``current_scene`` with the main scene of the game:" msgstr "" #: ../../docs/tutorials/io/background_loading.rst:106 @@ -109,7 +109,7 @@ msgid "``_process`` is where the loader is polled. ``poll`` is called, and then msgstr "" #: ../../docs/tutorials/io/background_loading.rst:134 -msgid "Note how we use ``OS.get_ticks_msec`` to control how long we block the thread. Some stages might load fast, which means we might be able to cram more than one call to ``poll`` in one frame, some might take way more than your value for ``time_max``, so keep in mind we won't have precise control over the timings." +msgid "Note how we use ``OS.get_ticks_msec`` to control how long we block the thread. Some stages might load fast, which means we might be able to cram more than one call to ``poll`` in one frame; some might take way more than your value for ``time_max``, so keep in mind we won't have precise control over the timings." msgstr "" #: ../../docs/tutorials/io/background_loading.rst:170 @@ -137,7 +137,7 @@ msgid "Not blocking main thread during the polling" msgstr "" #: ../../docs/tutorials/io/background_loading.rst:209 -msgid "If you have a mutex to allow calls from the main thread to your loader class, don't lock it while you call ``poll`` on the loader. When a resource is finished loading, it might require some resources from the low level APIs (VisualServer, etc), which might need to lock the main thread to acquire them. This might cause a deadlock if the main thread is waiting for your mutex while your thread is waiting to load a resource." +msgid "If you have a mutex to allow calls from the main thread to your loader class, don't lock the former while you call ``poll`` on the latter. When a resource is done loading, it might require some resources from the low-level APIs (VisualServer, etc), which might need to lock the main thread to acquire them. This might cause a deadlock if the main thread is waiting for your mutex while your thread is waiting to load a resource." msgstr "" #: ../../docs/tutorials/io/background_loading.rst:218 @@ -153,7 +153,7 @@ msgid "Call after you instance the class to start the thread." msgstr "" #: ../../docs/tutorials/io/background_loading.rst:233 -msgid "Queue a resource. Use optional parameter \"p_in_front\" to put it in front of the queue." +msgid "Queue a resource. Use optional argument \"p_in_front\" to put it in front of the queue." msgstr "" #: ../../docs/tutorials/io/background_loading.rst:240 @@ -177,6 +177,6 @@ msgid "Example:" msgstr "" #: ../../docs/tutorials/io/background_loading.rst:298 -msgid "**Note**: this code in its current form is not tested in real world scenarios. Ask punto on IRC (#godotengine on irc.freenode.net) for help." +msgid "**Note**: this code, in its current form, is not tested in real world scenarios. Ask punto on IRC (#godotengine on irc.freenode.net) for help." msgstr "" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index 99e836c0cd..7c09934c5c 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Path separators" msgstr "" #: ../../docs/tutorials/io/data_paths.rst:9 -msgid "For the sake of supporting as many platforms as possible, Godot only accepts UNIX-style path separators (``/``). These work on all platforms including Windows." +msgid "For the sake of supporting as many platforms as possible, Godot only accepts UNIX-style path separators (``/``). These work on all platforms, including Windows." msgstr "" #: ../../docs/tutorials/io/data_paths.rst:13 diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 8822c28e24..ae004b188b 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,15 +25,15 @@ msgid "Why?" msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:9 -msgid "Because the world today is not the world of yesterday. A capitalist oligarchy runs the world and forces us to consume in order to keep the gears of this rotten society on track. As such, the biggest market for video game consumption today is the mobile one. It is a market of poor souls forced to compulsively consume digital content in order to forget the misery of their every day life, commute, or just any other brief free moment they have that they are not using to produce goods or services for the ruling class. These individuals need to keep focusing on their video games (because not doing so will produce them a tremendous existential angst), so they go as far as spending money on them to extend their experience, and their preferred way of doing so is through in-app purchases and virtual currency." +msgid "Because the world today is not the world of yesterday. A capitalist oligarchy runs the world and forces us to consume in order to keep the gears of this rotten society on track. As such, the biggest market for video game consumption today is the mobile one. It is a market of poor souls forced to compulsively consume digital content in order to forget the misery of their everyday life, commute, or just any other brief free moment they have that they are not using to produce goods or services for the ruling class. These individuals need to keep focusing on their video games (because not doing so will fill them with tremendous existential angst), so they go as far as spending money on them to extend their experience, and their preferred way of doing so is through in-app purchases and virtual currency." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:22 -msgid "But, imagine if someone was to find a way to edit the saved games and assign the items and currency without effort? This would be terrible, because it would help players consume the content much faster, and as such run out of it sooner than expected. If this happens they will have nothing that avoids them to think, and the tremendous agony of realizing their own irrelevance would again take over their life." +msgid "But what if someone were to find a way to edit the saved games and assign the items and currency without effort? That would be terrible, because it would help players consume the content much faster, and therefore run out of it sooner than expected. If that happens, they will have nothing that avoids them to think, and the tremendous agony of realizing their own irrelevance would again take over their life." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:29 -msgid "No, we definitely do not want this to happen, so let's see how to encrypt savegames and protect the world order." +msgid "No, we definitely do not want that to happen, so let's see how to encrypt savegames and protect the world order." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:33 @@ -45,7 +45,7 @@ msgid "The class :ref:`File ` can open a file at a location and read msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:55 -msgid "This will make the file unreadable to users, but will still not prevent them sharing save files. To solve this, use the device unique id or some unique user identifier, for example:" +msgid "This will make the file unreadable to users, but will still not prevent them from sharing savefiles. To solve this, use the device unique id or some unique user identifier, for example:" msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:74 @@ -53,10 +53,10 @@ msgid "Note that ``OS.get_unique_id()`` only works on iOS and Android." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:76 -msgid "This is all! Thanks for your cooperation, citizen." +msgid "That is all! Thank you for your cooperation, citizen." msgstr "" #: ../../docs/tutorials/io/encrypting_save_games.rst:78 -msgid "This method cannot really prevent players from editing their savegames locally, because since the encryption key is stored inside the game, the player can still decrypt and edit the file themselves. The only way to prevent this from being possible is to store the save data on a remote server where players can only make authorized changes to their save data. If your game deals with real money, you need to be doing this anyway." +msgid "This method cannot really prevent players from editing their savegames locally because, since the encryption key is stored inside the game, the player can still decrypt and edit the file themselves. The only way to prevent this from being possible is to store the save data on a remote server, where players can only make authorized changes to their save data. If your game deals with real money, you need to be doing this anyway." msgstr "" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 02eae76cbc..1b2ac8923f 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index bc707a278a..99cec4ccf8 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,15 +33,15 @@ msgid "Identify persistent objects" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:18 -msgid "First we should identify what objects we want to keep between game sessions and what information we want to keep from those objects. For this tutorial, we will use groups to mark and handle objects to be saved but other methods are certainly possible." +msgid "Firstly, we should identify what objects we want to keep between game sessions and what information we want to keep from those objects. For this tutorial, we will use groups to mark and handle objects to be saved, but other methods are certainly possible." msgstr "" #: ../../docs/tutorials/io/saving_games.rst:23 -msgid "We will start by adding objects we wish to save to the \"Persist\" group. As in the :ref:`doc_scripting_continued` tutorial, we can do this through the GUI or through script. Let's add the relevant nodes using the GUI:" +msgid "We will start by adding objects we wish to save to the \"Persist\" group. As in the :ref:`doc_scripting_continued` tutorial, we can do this through either the GUI or script. Let's add the relevant nodes using the GUI:" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:29 -msgid "Once this is done when we need to save the game we can get all objects to save them and then tell them all to save with this script:" +msgid "Once this is done, when we need to save the game, we can get all objects to save them and then tell them all to save with this script:" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:49 @@ -49,11 +49,11 @@ msgid "Serializing" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:51 -msgid "The next step is to serialize the data. This makes it much easier to read and store to disk. In this case, we're assuming each member of group Persist is an instanced node and thus has a path. GDScript has helper functions for this, such as :ref:`to_json() ` and :ref:`parse_json() `, so we will use a dictionary. Our node needs to contain a save function that returns this data. The save function will look like this:" +msgid "The next step is to serialize the data. This makes it much easier to read from and store to disk. In this case, we're assuming each member of group Persist is an instanced node and thus has a path. GDScript has helper functions for this, such as :ref:`to_json() ` and :ref:`parse_json() `, so we will use a dictionary. Our node needs to contain a save function that returns this data. The save function will look like this:" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:114 -msgid "This gives us a dictionary with the style ``{ \"variable_name\":that_variables_value }`` which will be useful when loading." +msgid "This gives us a dictionary with the style ``{ \"variable_name\":value_of_variable }``, which will be useful when loading." msgstr "" #: ../../docs/tutorials/io/saving_games.rst:119 @@ -61,15 +61,15 @@ msgid "Saving and reading data" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:121 -msgid "As covered in the :ref:`doc_filesystem` tutorial, we'll need to open a file and write to it and then later read from it. Now that we have a way to call our groups and get their relevant data, let's use to_json() to convert it into an easily stored string and store them in a file. Doing it this way ensures that each line is its own object so we have an easy way to pull the data out of the file as well." +msgid "As covered in the :ref:`doc_filesystem` tutorial, we'll need to open a file and write to it and then later, read from it. Now that we have a way to call our groups and get their relevant data, let's use to_json() to convert it into an easily stored string and store them in a file. Doing it this way ensures that each line is its own object, so we have an easy way to pull the data out of the file as well." msgstr "" #: ../../docs/tutorials/io/saving_games.rst:166 -msgid "Game saved! Loading is fairly simple as well. For that we'll read each line, use parse_json() to read it back to a dict, and then iterate over the dict to read our values. But we'll need to first create the object and we can use the filename and parent values to achieve that. Here is our load function:" +msgid "Game saved! Loading is fairly simple as well. For that, we'll read each line, use parse_json() to read it back to a dict, and then iterate over the dict to read our values. But we'll need to first create the object and we can use the filename and parent values to achieve that. Here is our load function:" msgstr "" #: ../../docs/tutorials/io/saving_games.rst:254 -msgid "And now we can save and load an arbitrary number of objects laid out almost anywhere across the scene tree! Each object can store different data depending on what it needs to save." +msgid "And now, we can save and load an arbitrary number of objects laid out almost anywhere across the scene tree! Each object can store different data depending on what it needs to save." msgstr "" #: ../../docs/tutorials/io/saving_games.rst:259 @@ -81,6 +81,6 @@ msgid "We may have glossed over a step, but setting the game state to one fit to msgstr "" #: ../../docs/tutorials/io/saving_games.rst:265 -msgid "This implementation assumes no Persist objects are children of other Persist objects. Doing so would create invalid paths. If this is one of the needs of a project this needs to be considered. Saving objects in stages (parent objects first) so they are available when child objects are loaded will make sure they're available for the add_child() call. There will also need to be some way to link children to parents as the NodePath will likely be invalid." +msgid "This implementation assumes no Persist objects are children of other Persist objects. Doing so would create invalid paths. If this is one of the needs of a project, this needs to be considered. Saving objects in stages (parent objects first), so they are available when child objects are loaded, will make sure they're available for the add_child() call. There will also need to be some way to link children to parents, as the NodePath will likely be invalid." msgstr "" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index e874f22e18..e45581f83a 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 95c776750e..084b4bc1fe 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index b8fe2ea605..243f2eecb4 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 5a2d53db4b..059d75522c 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index 9b658dc561..b1f2c637cb 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index 3755c9d0ee..5b1d6b5955 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index 24333cfb7d..1c200f1f66 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index 0cc63a2dc4..16d018d24c 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index 26beb24da8..a166c084d3 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index 518174890a..079c170146 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index cff0c73ea9..382b943794 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index 2b06c60ba8..8b8bcfefde 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index f1b7c49135..fab20fe2bb 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 89574103e7..e109adf90e 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index a3a127a406..8614db9297 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index bd16ea740f..8800ac7423 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index 039edd4ce6..f475ba808b 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index 2a5e0311be..5f22e0a827 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index 57bf4b0d8a..6e3b714315 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 077498c797..c9e919c4a9 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index 6c1190a359..433e9176cb 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot new file mode 100644 index 0000000000..96bd6b6ff1 --- /dev/null +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -0,0 +1,110 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/physics/soft_body.rst:4 +msgid "SoftBody" +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:6 +msgid "Soft bodies (or *soft-body dynamics*) simulate movement, changing shape and other physical properties of deformable objects. This can for example be used to simulate cloth or to create more realistic characters." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:10 +msgid "Basic set-up" +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:12 +msgid "A :ref:`SoftBody ` node is used for soft body simulations." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:14 +msgid "We will create a bouncy cube to demonstrate the setup of a soft body." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:16 +msgid "Create a new scene with a ``Spatial`` node as root. Then, create a ``Softbody`` node. Add a ``CubeMesh`` in the ``mesh`` property of the node in the inspector and increase the subdivision of the mesh for simulation." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:20 +msgid "Set the parameters to obtain the type of soft body you aim for. Try to keep the ``Simulation Precision`` above 5, otherwise, the soft body may collapse." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:24 +msgid "Handle some parameters with care, as some value can lead to strange results. For example, if the shape is not completely closed and you set pressure to more than 0, the softbody will fly around like a plastic bag under strong wind." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:26 +msgid "Play the scene to view the simulation." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:28 +msgid "To improve the simulation's result, increase the ``Simulation Precision``, this will give significant improvement at the cost of performance." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:31 +msgid "Cloak simulation" +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:33 +msgid "Let's make a cloak in the Platformer3D demo." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:35 +msgid "You can download the Platformer3D demo on `GitHub ` or `the Asset Library `_." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:37 +msgid "Open the ``Player`` scene, add a ``SoftBody`` node and assign a ``PlaneMesh`` to it." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:39 +msgid "Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdivide Width`` and ``Subdivide Depth`` to 5. Adjust the ``SoftBody``'s position. You should end up with something like this:" +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:43 +msgid "Subdivision generates a more tessellated mesh for better simulations." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:45 +msgid "Add a :ref:`BoneAttachment ` node under the skeleton node and select the Neck bone to attach the cloak to the character skeleton." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:47 +msgid "``BoneAttachment`` node is to attach objects to a bone of a armature. The attached object will follow the bone's movement, weapon of a character can be attached this way." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:51 +msgid "To create pinned joints, select the upper vertices in the ``SoftBody`` node:" +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:55 +msgid "The pinned joints can be find in ``SoftBody``'s ``Attachments`` property, choose the ``BoneAttachment`` as the ``SpatialAttachment`` for each pinned joints, the pinned joints are now attached to the neck." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:59 +msgid "Last step is to avoid clipping by adding the Kinematic Body `Player` to ``Parent Collision Ignore`` of the ``SoftBody``." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:63 +msgid "Play the scene and the cloak should simulate correctly." +msgstr "" + +#: ../../docs/tutorials/physics/soft_body.rst:67 +msgid "This covers the basic settings of softbody, experiment with the parameters to achieve the effect you are aiming for when making your game." +msgstr "" + diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index 1e0f4013c8..73499c1a1b 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index 6b266311e7..7a2aec78fb 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index b15ab321ed..e6cefb4d40 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index 3bee4d4398..05577d22e4 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 2b4a38133a..6e468e9559 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 94ca47bd66..0ad4f23393 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index b98637110f..6f7272a968 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index 5cbfe7370e..b52e720958 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index 1bd617aba9..3d46dbe8ef 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index 62253e9432..316ba0707a 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 0dd30dcddb..a62aaddd08 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index a1f9052cfb..6548f51489 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index 1e6dbb56c3..30df16c06c 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 828274e00f..dee22a1f4b 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index c2090b5e3e..34aef07f28 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index 077188f38f..1ac3d47709 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index fc0d63ba14..53b16c4c48 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index 11ee12ba79..96b5a9f8b1 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index e8902e2958..2d9ec62fd3 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index f62c61d02e..f877fe121f 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index b2b0eba6fd..58043faf8c 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index d30c3d15f0..96b3b5d4c1 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 97fe8efc68..4be91ca3f2 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index e0187dc2fb..bce912e51e 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,9 +33,9 @@ msgid "Render mode" msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:15 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:112 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:161 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:257 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:115 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:166 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:262 msgid "Description" msgstr "" @@ -264,582 +264,594 @@ msgid "They can optionally be presented in world space by using the *world_verte msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:84 -msgid "User can disable the built-in modelview transform (projection will still happen later) and do it manually with the following code:" +msgid "Users can disable the built-in modelview transform (projection will still happen later) and do it manually with the following code:" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:99 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:98 msgid "Other built-ins such as UV, UV2 and COLOR are also passed through to the fragment function if not modified." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:101 -msgid "For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information is usually:" +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:100 +msgid "Users can override the modelview and projection transforms using the ``POSITION`` built-in. When ``POSITION`` is used the value from ``VERTEX`` is ignored and projection does not happen. However, the value passed to the fragment shader still comes from ``VERTEX``." msgstr "" #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:104 +msgid "For instancing, the INSTANCE_CUSTOM variable contains the instance custom data. When using particles, this information is usually:" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:107 msgid "**x**: Rotation angle in radians." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:105 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:108 msgid "**y**: Phase during lifetime (0 to 1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:106 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:109 msgid "**z**: Animation frame." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:108 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:111 msgid "This allows you to easily adjust the shader to a particle system using default particles material. When writing a custom particles shader, this value can be used as desired." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:112 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:161 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:257 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:115 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:166 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:262 msgid "Built-in" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:114 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:117 msgid "out mat4 **WORLD_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:114 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:165 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:261 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:117 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:170 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 msgid "Model space to world space transform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:116 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:167 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:263 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:119 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:172 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:268 msgid "in mat4 **INV_CAMERA_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:116 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:167 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:263 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:119 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:172 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:268 msgid "World space to view space transform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:118 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:121 msgid "out mat4 **PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:118 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:169 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:265 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:121 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:174 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:270 msgid "View space to clip space transform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:120 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:123 msgid "in mat4 **CAMERA_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:120 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:123 msgid "View space to world space transform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:122 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:125 msgid "out mat4 **MODELVIEW_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:122 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:125 msgid "Model space to view space transform (use if possible)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:124 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:127 msgid "out mat4 **INV_PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:124 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:171 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:267 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:127 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:272 msgid "Clip space to view space transform." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:126 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:173 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:269 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:129 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:178 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:274 msgid "in float **TIME**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:126 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:173 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:269 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:129 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:178 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:274 msgid "Elapsed total time in seconds." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:128 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:175 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:271 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:131 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:180 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:276 msgid "in vec2 **VIEWPORT_SIZE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:128 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:175 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:271 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:131 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:180 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:276 msgid "Size of viewport (in pixels)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:130 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:133 msgid "out vec3 **VERTEX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:130 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:133 msgid "Vertex in local coordinates." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:132 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:181 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:135 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:186 msgid "out vec3 **NORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:132 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:135 msgid "Normal in local coordinates." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:134 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:183 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:137 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:188 msgid "out vec3 **TANGENT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:134 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:137 msgid "Tangent in local coordinates." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:136 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:185 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:139 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:190 msgid "out vec3 **BINORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:136 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:139 msgid "Binormal in local coordinates." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:138 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:141 msgid "out vec2 **UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:138 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:141 msgid "UV main channel." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:140 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:143 msgid "out vec2 **UV2**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:140 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:143 msgid "UV secondary channel." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:142 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:145 msgid "out vec4 **COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:142 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:145 msgid "Color from vertices." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:144 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:147 msgid "out float **POINT_SIZE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:144 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:147 msgid "Point size for point rendering." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:146 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:149 +msgid "out vec4 **POSITION**" +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:149 +msgid "If written to, overrides final vertex position." +msgstr "" + +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:151 msgid "in int **INSTANCE_ID**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:146 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:151 msgid "Instance ID for instancing." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:148 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:153 msgid "in vec4 **INSTANCE_CUSTOM**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:148 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:153 msgid "Instance custom data (for particles, mostly)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:150 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:155 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:210 msgid "out float **ROUGHNESS**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:150 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:155 msgid "Roughness for vertex lighting." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:154 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:159 msgid "Fragment built-ins" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:156 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:161 msgid "The default use of a Godot fragment processor function is to set up the material properties of your object and to let the built-in renderer handle the final shading. However, you are not required to use all these properties, and if you don't write to them, Godot will optimize away the corresponding functionality." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:163 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:259 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:168 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:264 msgid "in vec4 **FRAGCOORD**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:163 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:168 msgid "Fragment coordinate, pixel adjusted. In screen space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:165 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:261 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:170 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:266 msgid "in mat4 **WORLD_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:169 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:265 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:174 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:270 msgid "in mat4 **PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:171 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:267 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:176 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:272 msgid "in mat4 **INV_PROJECTION_MATRIX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:177 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:182 msgid "in vec3 **VERTEX**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:177 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:182 msgid "Vertex that comes from vertex function (default, in view space)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:179 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:184 msgid "in bool **FRONT_FACING**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:179 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:184 msgid "True if current face is front face." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:181 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:186 msgid "Normal that comes from vertex function (default, in view space)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:183 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:188 msgid "Tangent that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:185 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:190 msgid "Binormal that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:187 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:192 msgid "out vec3 **NORMALMAP**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:187 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:192 msgid "Set normal here if reading normal from a texture instead of NORMAL." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:189 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:194 msgid "out float **NORMALMAP_DEPTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:189 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:194 msgid "Depth from variable above. Defaults to 1.0." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:191 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:196 msgid "in vec2 **UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:191 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:196 msgid "UV that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:198 msgid "in vec2 **UV2**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:193 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:198 msgid "UV2 that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:195 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:200 msgid "in vec4 **COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:195 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:200 msgid "COLOR that comes from vertex function." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:202 msgid "out vec3 **ALBEDO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:197 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:202 msgid "Albedo (default white)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:199 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:204 msgid "out float **ALPHA**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:199 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:204 msgid "Alpha (0..1), if written to the material will go to transparent pipeline." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:201 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:206 msgid "out float **METALLIC**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:201 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:206 msgid "Metallic (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:203 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:208 msgid "out float **SPECULAR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:203 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:208 msgid "Specular. Defaults to 0.5, best to not modify unless you want to change IOR." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:205 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:210 msgid "Roughness (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:212 msgid "out float **RIM**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:207 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:212 msgid "Rim (0..1). If used, Godot calculates rim lighting." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:209 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 msgid "out float **RIM_TINT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:209 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:214 msgid "Rim Tint, goes from 0 (white) to 1 (albedo). If used, Godot calculates rim lighting." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:216 msgid "out float **CLEARCOAT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:211 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:216 msgid "Small added specular blob. If used, Godot calculates Clearcoat." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:218 msgid "out float **CLEARCOAT_GLOSS**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:213 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:218 msgid "Gloss of Clearcoat. If used, Godot calculates Clearcoat." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:220 msgid "out float **ANISOTROPY**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:215 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:220 msgid "For distorting the specular blob according to tangent space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:222 msgid "out vec2 **ANISOTROPY_FLOW**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:217 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:222 msgid "Distortion direction, use with flowmaps." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:224 msgid "out float **SSS_STRENGTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:219 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:224 msgid "Strength of Subsurface Scattering. If used, Subsurface Scattering will be applied to object." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:226 msgid "out vec3 **TRANSMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:221 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:226 msgid "Transmission mask (default 0,0,0). Allows light to pass through object. Only applied if used." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:228 msgid "out float **AO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:223 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:228 msgid "Strength of Ambient Occlusion. For use with pre-baked AO." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:230 msgid "out float **AO_LIGHT_AFFECT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:225 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:230 msgid "How much AO affects lights (0..1. default 0)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:232 msgid "out vec3 **EMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:227 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:232 msgid "Emission color (can go over 1,1,1 for HDR)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:229 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:234 msgid "sampler2D **SCREEN_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:229 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:234 msgid "Built-in Texture for reading from the screen. Mipmaps contain increasingly blurred copies." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:231 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "sampler2D **DEPTH_TEXTURE**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:231 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:236 msgid "Built-in Texture for reading depth from the screen. Must convert to linear using INV_PROJECTION." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:233 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 msgid "out float **DEPTH**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:233 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:238 msgid "Custom depth value (0..1)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:235 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "in vec2 **SCREEN_UV**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:235 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:240 msgid "Screen UV coordinate for current pixel." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:237 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 msgid "in vec2 **POINT_COORD**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:237 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:242 msgid "Point Coordinate for drawing points with POINT_SIZE." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:239 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "out float **ALPHA_SCISSOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:239 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:244 msgid "If written to, values below a certain amount of alpha are discarded." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:243 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:248 msgid "Light built-ins" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:245 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 msgid "Writing light processor functions is completely optional. You can skip the light function by setting render_mode to ``unshaded``. If no light function is written, Godot will use the material properties written to in the fragment function to calculate the lighting for you (subject to the render_mode)." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:250 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:255 msgid "To write a light function, assign something to DIFFUSE_LIGHT or SPECULAR_LIGHT. Assigning nothing means no light is processed." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:253 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:258 msgid "The light function is called for every light in every pixel. It is called within a loop for each light type." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:259 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:264 msgid "Fragment coordinate, pixel adjusted." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:273 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:278 msgid "in vec3 **NORMAL**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:273 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:278 msgid "Normal vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:275 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:280 msgid "in vec3 **VIEW**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:275 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:280 msgid "View vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:277 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:282 msgid "in vec3 **LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:277 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:282 msgid "Light Vector, in view space." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:279 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:284 msgid "in vec3 **LIGHT_COLOR**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:279 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:284 msgid "Color of light multiplied by energy." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:281 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:286 msgid "in vec3 **ATTENUATION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:281 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:286 msgid "Attenuation based on distance or shadow." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:283 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:288 msgid "in vec3 **ALBEDO**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:283 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:288 msgid "Base albedo." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:285 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:290 msgid "in vec3 **TRANSMISSION**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:285 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:290 msgid "Transmission mask." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:287 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:292 msgid "in float **ROUGHNESS**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:287 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:292 msgid "Roughness." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:289 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:294 msgid "out vec3 **DIFFUSE_LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:289 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:294 msgid "Diffuse light result." msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:291 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 msgid "out vec3 **SPECULAR_LIGHT**" msgstr "" -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:291 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:296 msgid "Specular light result." msgstr "" diff --git a/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot b/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot index a0a5698bc6..45c3a50daf 100644 --- a/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot +++ b/sphinx/templates/tutorials/shading/vertex_displacement_with_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index ee8da63cc3..6a86cfa2b7 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index 5c01b2d81f..278dad6e5d 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index c8aeeddcb1..72803bcdd0 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index 8e083421c1..29edbb9805 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index b7f61f2901..5108b1c1d0 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index cbab0115d4..d98a4b2312 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:9 -msgid "This tutorial will introduce you to using the :ref:`Viewport ` as a texture that can be applied to 3D objects. In order to do so it will walk you through the process of making a procedural planet like the one below:" +msgid "This tutorial will introduce you to using the :ref:`Viewport ` as a texture that can be applied to 3D objects. In order to do so, it will walk you through the process of making a procedural planet like the one below:" msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:15 @@ -37,7 +37,7 @@ msgid "This tutorial assumes you are familiar with how to set up a basic scene i msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:23 -msgid "During the course of this tutorial will cover the following topics:" +msgid "During the course of this tutorial, we'll cover the following topics:" msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:25 @@ -65,11 +65,11 @@ msgid "First, add a :ref:`Viewport ` to the scene." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:35 -msgid "Next, set the size of the :ref:`Viewport ` to ``(1024, 512)``. The :ref:`Viewport ` can actually be any size so long as the width is double the height. The width needs to be double the height so that the image will accurately map onto the sphere as we will be using equirectangular projection, but more on that later." +msgid "Next, set the size of the :ref:`Viewport ` to ``(1024, 512)``. The :ref:`Viewport ` can actually be any size so long as the width is double the height. The width needs to be double the height so that the image will accurately map onto the sphere, as we will be using equirectangular projection, but more on that later." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:42 -msgid "Next, disable HDR and disable 3D. We don't need HDR because our planets surface will not be especially bright so values between ``0`` and ``1`` will be fine. And we will be using a :ref:`ColorRect ` to render the surface, so we don't need 3D either." +msgid "Next, disable HDR and disable 3D. We don't need HDR because our planet's surface will not be especially bright, so values between ``0`` and ``1`` will be fine. And we will be using a :ref:`ColorRect ` to render the surface, so we don't need 3D either." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:46 @@ -81,158 +81,170 @@ msgid "Set the anchors \"Right\" and \"Bottom\" to ``1``, then make sure all the msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:53 -msgid "Next, we add a :ref:`Shader Material ` to the :ref:`ColorRect `." +msgid "Next, we add a :ref:`Shader Material ` to the :ref:`ColorRect ` (ColorRect > CanvasItem > Material > Material > ``New ShaderMaterial``)." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:55 -msgid "Basic familiarity with shading is recommended for this tutorial. However, even if you are new to shaders, all the code will be provided so you should have no problem following along." +msgid "Basic familiarity with shading is recommended for this tutorial. However, even if you are new to shaders, all the code will be provided, so you should have no problem following along." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:66 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:58 +msgid "ColorRect > CanvasItem > Material > Material > click / Edit > ShaderMaterial > Shader > ``New Shader`` > click / Edit:" +msgstr "" + +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:68 msgid "The above code renders a gradient like the one below." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:70 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:72 msgid "Now we have the basics of a :ref:`Viewport ` that we render to and we have a unique image that we can apply to the sphere." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:74 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:76 msgid "Applying the texture" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:76 -msgid "Now we go into the :ref:`Mesh Instance ` and add a :ref:`Spatial Material ` to it. No need for a special :ref:`Shader Material ` (although that would be a good idea for more advanced effects, like the atmosphere in the example above)." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:78 +msgid "MeshInstance > GeometryInstance > Geometry > Material Override > ``New SpatialMaterial``:" msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:80 -msgid "Open the newly created :ref:`Spatial Material ` and scroll down to the \"Albedo\" section and click beside the \"Texture\" property to add an Albedo Texture. Here we will apply the texture we made. Choose \"New ViewportTexture\"" +msgid "Now we go into the :ref:`Mesh Instance ` and add a :ref:`Spatial Material ` to it. No need for a special :ref:`Shader Material ` (although that would be a good idea for more advanced effects, like the atmosphere in the example above)." +msgstr "" + +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:84 +msgid "MeshInstance > GeometryInstance > Geometry > Material Override > ``click`` / ``Edit``:" msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:86 -msgid "Then from the menu that pops up select the Viewport that we rendered to earlier." +msgid "Open the newly created :ref:`Spatial Material ` and scroll down to the \"Albedo\" section and click beside the \"Texture\" property to add an Albedo Texture. Here we will apply the texture we made. Choose \"New ViewportTexture\"" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:90 -msgid "Your sphere should now be colored in with the colors we rendered to the Viewport" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:92 +msgid "Then, from the menu that pops up, select the Viewport that we rendered to earlier." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:94 -msgid "Notice the ugly seam that forms where the texture wraps around? This is because we are picking a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic problem in 2D map projection. Game developers often have a 2-dimensional map they want to project onto a sphere but when it wraps around it has large seams. There is an elegant work around for this problem that we will illustrate in the next section." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:96 +msgid "Your sphere should now be colored in with the colors we rendered to the Viewport." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:101 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:100 +msgid "Notice the ugly seam that forms where the texture wraps around? This is because we are picking a color based on UV coordinates and UV coordinates do not wrap around the texture. This is a classic problem in 2D map projection. Game developers often have a 2-dimensional map they want to project onto a sphere, but when it wraps around, it has large seams. There is an elegant workaround for this problem that we will illustrate in the next section." +msgstr "" + +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:107 msgid "Making the planet texture" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:103 -msgid "So now when we render to our :ref:`Viewport ` it appears magically on the sphere. But there is an ugly seam created by our texture coordinates. So how do we get a range of coordinates that wrap around the sphere in a nice way? One solution is to use a function that repeats on the domain of our texture. ``sin`` and ``cos`` are two such functions. Lets apply them to the texture and see what happens" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:109 +msgid "So now, when we render to our :ref:`Viewport `, it appears magically on the sphere. But there is an ugly seam created by our texture coordinates. So how do we get a range of coordinates that wrap around the sphere in a nice way? One solution is to use a function that repeats on the domain of our texture. ``sin`` and ``cos`` are two such functions. Let's apply them to the texture and see what happens." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:114 -msgid "Not too bad. If you look around you can see that the seam has now disappeared, but in its place we have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its :ref:`Spatial Material `. It uses a projection technique called equirectangular projection. Which translates a spherical map onto a 2D plane." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:120 +msgid "Not too bad. If you look around, you can see that the seam has now disappeared, but in its place, we have pinching at the poles. This pinching is due to the way Godot maps textures to spheres in its :ref:`Spatial Material `. It uses a projection technique called equirectangular projection, which translates a spherical map onto a 2D plane." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:119 -msgid "If you are interested in a little extra information on the technique, we will be converting from spherical coordinates into Cartesian coordinates. Spherical coordinates map the longitude and latitude of the sphere, while Cartesian coordinates are for all intents and purposes a vector from the center of the sphere to the point." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:125 +msgid "If you are interested in a little extra information on the technique, we will be converting from spherical coordinates into Cartesian coordinates. Spherical coordinates map the longitude and latitude of the sphere, while Cartesian coordinates are, for all intents and purposes, a vector from the center of the sphere to the point." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:124 -msgid "For each pixel we will calculate its 3D position on the sphere. From that we will use 3D noise to determine a color value. By calculating the noise in 3D we solve the problem of the pinching at the poles. To understand why, picture the noise being calculated across the surface of the sphere instead of across the 2D plane. When you calculate across the surface of the sphere you never hit an edge, and hence you never create a seam or a pinch point on the pole. The following code converts the ``UVs`` into Cartesion coordinates." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:130 +msgid "For each pixel, we will calculate its 3D position on the sphere. From that, we will use 3D noise to determine a color value. By calculating the noise in 3D, we solve the problem of the pinching at the poles. To understand why, picture the noise being calculated across the surface of the sphere instead of across the 2D plane. When you calculate across the surface of the sphere, you never hit an edge, and hence you never create a seam or a pinch point on the pole. The following code converts the ``UVs`` into Cartesian coordinates." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:143 -msgid "And if we use ``unit`` as an output ``COLOR`` value we get." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:149 +msgid "And if we use ``unit`` as an output ``COLOR`` value, we get:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:147 -msgid "Now that we can calculate the 3D position of the surface of the sphere we can use 3D noise to make the planet. We will be using this noise function directly from a `Shadertoy `_:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:153 +msgid "Now that we can calculate the 3D position of the surface of the sphere, we can use 3D noise to make the planet. We will be using this noise function directly from a `Shadertoy `_:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:175 -msgid "All credit goes to the author, Inigo Quilez. It is published with the ``MIT`` licence." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:181 +msgid "All credit goes to the author, Inigo Quilez. It is published under the ``MIT`` licence." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:177 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:183 msgid "Now to use ``noise``, add the following to the ``fragment`` function:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:186 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:192 msgid "In order to highlight the texture, we set the material to unshaded." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:188 -msgid "You can see now that the noise indeed wraps seamlessly around the sphere. Although this looks nothing like the planet you were promised. So lets move onto something more colorful." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:194 +msgid "You can see now that the noise indeed wraps seamlessly around the sphere. Although this looks nothing like the planet you were promised. So let's move onto something more colorful." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:192 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:198 msgid "Coloring the planet" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:194 -msgid "Now to make the planet colors. While, there are many ways to do this, for now we will stick with a gradient between water and land." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:200 +msgid "Now to make the planet colors. While there are many ways to do this, for now, we will stick with a gradient between water and land." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:197 -msgid "To make a gradient in GLSL we use the ``mix`` function. ``mix`` takes two values to interpolate between and a third parameter to choose how much to interpolate between them, in essence it *mixes* the two values together. In other APIs this function is often called ``lerp``. Although, ``lerp`` is typically reserved for mixing two floats together, ``mix`` can take any values whether it be floats or vector types." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:203 +msgid "To make a gradient in GLSL, we use the ``mix`` function. ``mix`` takes two values to interpolate between and a third argument to choose how much to interpolate between them; in essence, it *mixes* the two values together. In other APIs, this function is often called ``lerp``. However, ``lerp`` is typically reserved for mixing two floats together; ``mix`` can take any values whether it be floats or vector types." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:207 -msgid "The first color is blue for the ocean. The second color is a kind of reddish color (because all alien planets need red terrain). And finally they are mixed together by ``n.x * 0.5 + 0.5``. ``n.x`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects. Now you can see that the colors change between blue and red." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:213 +msgid "The first color is blue for the ocean. The second color is a kind of reddish color (because all alien planets need red terrain). And finally, they are mixed together by ``n * 0.5 + 0.5``. ``n`` smoothly varies between ``-1`` and ``1``. So we map it into the ``0-1`` range that ``mix`` expects. Now you can see that the colors change between blue and red." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:214 -msgid "That is a little more blurry than we want. Planets typically have a relatively clear separation between land and sea. In order to do that we will change the last term to ``smoothstep(-0.1, 0.0, n.x)``. And thus the whole line becomes:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:220 +msgid "That is a little more blurry than we want. Planets typically have a relatively clear separation between land and sea. In order to do that, we will change the last term to ``smoothstep(-0.1, 0.0, n)``. And thus the whole line becomes:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:222 -msgid "What ``smoothstep`` does is return ``0`` if the third parameter is below the first and return 1 if the third parameter is larger than the second and smoothly blends between ``0`` and ``1`` if the third number is between the first and the second. So in this line ``smoothstep`` returns ``0`` whenever ``n.x`` is less than ``-0.1`` and it returns ``1`` whenever ``n.x`` is above ``0``." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:228 +msgid "What ``smoothstep`` does is return ``0`` if the third argument is below the first and ``1`` if the third argument is larger than the second and smoothly blends between ``0`` and ``1`` if the third number is between the first and the second. So in this line, ``smoothstep`` returns ``0`` whenever ``n`` is less than ``-0.1`` and it returns ``1`` whenever ``n`` is above ``0``." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:229 -msgid "One more thing to make this a little more planet-y. The land shouldn't be so blobby lets make the edges a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is to layer levels of noise over one another at various frequencies. We use one layer to make the overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then another, and so on. What we will do is calculate ``n`` with four lines of shader code instead of just one. ``n`` becomes:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:235 +msgid "One more thing to make this a little more planet-y. The land shouldn't be so blobby; let's make the edges a little rougher. A trick that is often used in shaders to make rough looking terrain with noise is to layer levels of noise over one another at various frequencies. We use one layer to make the overall blobby structure of the continents. Then another layer breaks up the edges a bit, and then another, and so on. What we will do is calculate ``n`` with four lines of shader code instead of just one. ``n`` becomes:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:243 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:249 msgid "And now the planet looks like:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:247 -msgid "And with shading turned back on it looks like:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:253 +msgid "And with shading turned back on, it looks like:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:252 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:258 msgid "Making an ocean" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:254 +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:260 msgid "One final thing to make this look more like a planet. The ocean and the land reflect light differently. So we want the ocean to shine a little more than the land. We can do this by passing a fourth value into the ``alpha`` channel of our output ``COLOR`` and using it as a Roughness map." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:262 -msgid "This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite rough while the water will be quite smooth." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:268 +msgid "This line returns ``0.3`` for water and ``1.0`` for land. This means that the land is going to be quite rough, while the water will be quite smooth." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:265 -msgid "And then in the material under the \"Metallic\" section make sure ``Metallic`` is set to ``0`` and ``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but isn't metallic. These values are not physically accurate, but they are good enough for this demo." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:271 +msgid "And then, in the material, under the \"Metallic\" section, make sure ``Metallic`` is set to ``0`` and ``Specular`` is set to ``1``. The reason for this is the water reflects light really well, but isn't metallic. These values are not physically accurate, but they are good enough for this demo." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:269 -msgid "Next under the \"Roughness\" section set ``Roughness`` to ``1`` and set the roughness texture to a :ref:`Viewport Texture ` pointing to our planet texture :ref:`Viewport `. Finally set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha`` channel of our output ``COLOR`` as the ``Roughness`` value." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:275 +msgid "Next, under the \"Roughness\" section, set ``Roughness`` to ``1`` and set the roughness texture to a :ref:`Viewport Texture ` pointing to our planet texture :ref:`Viewport `. Finally, set the ``Texture Channel`` to ``Alpha``. This instructs the renderer to use the ``alpha`` channel of our output ``COLOR`` as the ``Roughness`` value." msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:276 -msgid "You'll notice that very little changes except that the planet is no longer reflecting the sky. This is happening because by default when something is rendered with an alpha value it gets drawn as a transparent object over the background. And since the default background of the :ref:`Viewport ` is opaque, the ``alpha`` channel of the :ref:`Viewport Texture ` is ``1`` resulting in the planet texture being drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this we go into the :ref:`Viewport ` and set \"Transparent Bg\" to on. Since we are now rendering one transparent object on top of another we want to enable ``blend_premul_alpha``:" +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:282 +msgid "You'll notice that very little changes except that the planet is no longer reflecting the sky. This is happening because, by default, when something is rendered with an alpha value, it gets drawn as a transparent object over the background. And since the default background of the :ref:`Viewport ` is opaque, the ``alpha`` channel of the :ref:`Viewport Texture ` is ``1``, resulting in the planet texture being drawn with slightly fainter colors and a ``Roughness`` value of ``1`` everywhere. To correct this, we go into the :ref:`Viewport ` and set \"Transparent Bg\" to on. Since we are now rendering one transparent object on top of another, we want to enable ``blend_premul_alpha``:" msgstr "" -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:289 -msgid "This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that." -msgstr "" - -#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:293 -msgid "Now the planet should look like it is reflecting light on the ocean but not the land. If you haven't done so already, add an :ref:`OmniLight ` to the scene so you can move it around and see the effect of the reflections on the ocean." +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:295 +msgid "This pre-multiplies the colors by the ``alpha`` value and then blends them correctly together. Typically, when blending one transparent color on top of another, even if the background has an ``alpha`` of ``0`` (as it does in this case), you end up with weird color bleed issues. Setting ``blend_premul_alpha`` fixes that." msgstr "" #: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:299 +msgid "Now the planet should look like it is reflecting light on the ocean but not the land. If you haven't done so already, add an :ref:`OmniLight ` to the scene so you can move it around and see the effect of the reflections on the ocean." +msgstr "" + +#: ../../docs/tutorials/viewports/using_viewport_as_texture.rst:305 msgid "And there you have it. A procedural planet generated using a :ref:`Viewport `." msgstr "" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index bafb9d15fb..22502209f3 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,15 +25,15 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:9 -msgid "Think of :ref:`Viewports ` as a screen that the game is projected onto. In order to see the game we need to have a surface to draw it on, this surface is the Root :ref:`Viewport `." +msgid "Think of a :ref:`Viewport ` as a screen onto which the game is projected. In order to see the game, we need to have a surface on which to draw it; that surface is the Root :ref:`Viewport `." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:16 -msgid ":ref:`Viewports ` can also be added to the scene so that there are multiple surfaces to draw on. When we are drawing to a :ref:`Viewport ` that is not the Root we call it a render target. We can access the contents of a render target by accessing its corresponding :ref:`texture `. By using a :ref:`Viewport ` as a render target we can either render multiple scenes simultaneously or we can render to a :ref:`texture ` which is applied to an object in the scene, for example a dynamic skybox." +msgid ":ref:`Viewports ` can also be added to the scene so that there are multiple surfaces to draw on. When we are drawing to a :ref:`Viewport ` that is not the Root, we call it a render target. We can access the contents of a render target by accessing its corresponding :ref:`texture `. By using a :ref:`Viewport ` as a render target, we can either render multiple scenes simultaneously or we can render to a :ref:`texture ` which is applied to an object in the scene, for example a dynamic skybox." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:25 -msgid ":ref:`Viewports ` have a variety of use cases including:" +msgid ":ref:`Viewports ` have a variety of use cases, including:" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:27 @@ -57,7 +57,7 @@ msgid "Rendering multiple cameras in the same scene" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:33 -msgid "What all these use cases have in common is that you are given the ability to draw objects to a texture as if it were another screen and then you can choose what to do with the resulting texture." +msgid "What all these use cases have in common is that you are given the ability to draw objects to a texture as if it were another screen and can then choose what to do with the resulting texture." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:38 @@ -65,11 +65,11 @@ msgid "Input" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:40 -msgid ":ref:`Viewports ` are also responsible for delivering properly adjusted and scaled input events to all their children nodes. Typically input is received by the nearest :ref:`Viewport ` in the tree, but you can set :ref:`Viewports ` to not receive input by checking 'Disable Input' to 'on', this will allow the next nearest :ref:`Viewport ` in the tree to capture the input." +msgid ":ref:`Viewports ` are also responsible for delivering properly adjusted and scaled input events to all their children nodes. Typically, input is received by the nearest :ref:`Viewport ` in the tree, but you can set :ref:`Viewports ` not to receive input by checking 'Disable Input' to 'on'; this will allow the next nearest :ref:`Viewport ` in the tree to capture the input." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:48 -msgid "For more information on how Godot handles input please read the :ref:`Input Event Tutorial`." +msgid "For more information on how Godot handles input, please read the :ref:`Input Event Tutorial`." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:51 @@ -77,7 +77,7 @@ msgid "Listener" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:53 -msgid "Godot supports 3D sound (in both 2D and 3D nodes), more on this can be found in the :ref:`Audio Streams Tutorial`. For this type of sound to be audible, the :ref:`Viewport ` needs to be enabled as a listener (for 2D or 3D). If you are using a custom :ref:`Viewport ` to display your :ref:`World `, don't forget to enable this!" +msgid "Godot supports 3D sound (in both 2D and 3D nodes); more on this can be found in the :ref:`Audio Streams Tutorial`. For this type of sound to be audible, the :ref:`Viewport ` needs to be enabled as a listener (for 2D or 3D). If you are using a custom :ref:`Viewport ` to display your :ref:`World `, don't forget to enable this!" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:60 @@ -101,11 +101,11 @@ msgid "Scale & stretching" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:86 -msgid ":ref:`Viewports ` have a \"size\" property which represents the size of the :ref:`Viewport ` in pixels. For :ref:`Viewports ` which are children of :ref:`ViewportContainers `, these values are overridden, but for all others this sets their resolution." +msgid ":ref:`Viewports ` have a \"size\" property, which represents the size of the :ref:`Viewport ` in pixels. For :ref:`Viewports ` which are children of :ref:`ViewportContainers `, these values are overridden, but for all others, this sets their resolution." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:90 -msgid "It is also possible to scale the 2D content and make the :ref:`Viewport ` resolution different than the one specified in size, by calling:" +msgid "It is also possible to scale the 2D content and make the :ref:`Viewport ` resolution different from the one specified in size, by calling:" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:98 @@ -117,7 +117,7 @@ msgid "Worlds" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:104 -msgid "For 3D, a :ref:`Viewport ` will contain a :ref:`World `. This is basically the universe that links physics and rendering together. Spatial-base nodes will register using the :ref:`World ` of the closest :ref:`Viewport `. By default, newly created :ref:`Viewports ` do not contain a :ref:`World ` but use the same as their parent :ref:`Viewport ` (root :ref:`Viewport ` always contains a :ref:`World `, which is the one objects are rendered to by default). A :ref:`World ` can be set in a :ref:`Viewport ` using the \"world\" property, and that will separate all children nodes of that :ref:`Viewport ` from interacting with the parent :ref:`Viewport's ` :ref:`World `. This is especially useful in scenarios where, for example, you might want to show a separate character in 3D imposed over the game (like in StarCraft)." +msgid "For 3D, a :ref:`Viewport ` will contain a :ref:`World `. This is basically the universe that links physics and rendering together. Spatial-base nodes will register using the :ref:`World ` of the closest :ref:`Viewport `. By default, newly created :ref:`Viewports ` do not contain a :ref:`World ` but use the same as their parent :ref:`Viewport ` (the root :ref:`Viewport ` always contains a :ref:`World `, which is the one objects are rendered to by default). A :ref:`World ` can be set in a :ref:`Viewport ` using the \"world\" property, and that will separate all children nodes of that :ref:`Viewport ` from interacting with the parent :ref:`Viewport's ` :ref:`World `. This is especially useful in scenarios where, for example, you might want to show a separate character in 3D imposed over the game (like in StarCraft)." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:116 @@ -129,7 +129,7 @@ msgid "For 2D, each :ref:`Viewport ` always contains its own :re msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:125 -msgid "For an example of how this works see the demo projects `3D in 2D `_ and `2D in 3D `_ respectively." +msgid "For an example of how this works, see the demo projects `3D in 2D `_ and `2D in 3D `_ respectively." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:128 @@ -137,15 +137,15 @@ msgid "Capture" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:130 -msgid "It is possible to query a capture of the :ref:`Viewport ` contents. For the root :ref:`Viewport ` this is effectively a screen capture. This is done with the following code:" +msgid "It is possible to query a capture of the :ref:`Viewport ` contents. For the root :ref:`Viewport `, this is effectively a screen capture. This is done with the following code:" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:147 -msgid "But if you use this in _ready() or from the first frame of the :ref:`Viewport's ` initialization you will get an empty texture cause there is nothing to get as texture. You can deal with it using (for example):" +msgid "But if you use this in _ready() or from the first frame of the :ref:`Viewport's ` initialization, you will get an empty texture because there is nothing to get as texture. You can deal with it using (for example):" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:158 -msgid "If the returned image is empty, capture still didn't happen, wait a little more, as Godot's rendering API is asynchronous. For a working example of this check out the `Screen Capture example `_ in the demo projects" +msgid "If the returned image is empty, capture still didn't happen, wait a little more, as Godot's rendering API is asynchronous. For a working example of this, check out the `Screen Capture example `_ in the demo projects" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:163 @@ -165,11 +165,11 @@ msgid "Rendering" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:176 -msgid "Due to the fact that the :ref:`Viewport ` is an entryway into another rendering surface, it exposes a few rendering properties that can be different from the project settings. The first is MSAA, you can choose to use a different level of MSAA for each :ref:`Viewport `, the default behavior is DISABLED. You can also set the :ref:`Viewport ` to use HDR, HDR is very useful for when you want to store values in the texture that are outside the range 0.0 - 1.0." +msgid "Due to the fact that the :ref:`Viewport ` is an entryway into another rendering surface, it exposes a few rendering properties that can be different from the project settings. The first is MSAA; you can choose to use a different level of MSAA for each :ref:`Viewport `; the default behavior is DISABLED. You can also set the :ref:`Viewport ` to use HDR, HDR is very useful for when you want to store values in the texture that are outside the range 0.0 - 1.0." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:181 -msgid "If you know how the :ref:`Viewport ` is going to be used, you can set its Usage to either 3D or 2D. Godot will then restrict how the :ref:`Viewport ` is drawn to in accordance with your choice, default is 3D." +msgid "If you know how the :ref:`Viewport ` is going to be used, you can set its Usage to either 3D or 2D. Godot will then restrict how the :ref:`Viewport ` is drawn to in accordance with your choice; default is 3D." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:184 @@ -205,7 +205,7 @@ msgid "Render target" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:212 -msgid "When rendering to a :ref:`Viewport ` whatever is inside will not be visible in the scene editor. To display the contents, you have to draw the :ref:`Viewport's ` :ref:`ViewportTexture ` somewhere. This can be requested via code using (for example):" +msgid "When rendering to a :ref:`Viewport `, whatever is inside will not be visible in the scene editor. To display the contents, you have to draw the :ref:`Viewport's ` :ref:`ViewportTexture ` somewhere. This can be requested via code using (for example):" msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:222 @@ -217,11 +217,11 @@ msgid "and then selecting the :ref:`Viewport ` you want to use." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:230 -msgid "Every frame the :ref:`Viewport `'s texture is cleared away with the default clear color (or a transparent color if Transparent BG is set to true). This can be changed by setting Clear Mode to Never or Next Frame. As the name implies, Never means the texture will never be cleared while next frame will clear the texture on the next frame and then set itself to Never." +msgid "Every frame, the :ref:`Viewport `'s texture is cleared away with the default clear color (or a transparent color if Transparent BG is set to true). This can be changed by setting Clear Mode to Never or Next Frame. As the name implies, Never means the texture will never be cleared, while next frame will clear the texture on the next frame and then set itself to Never." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:235 -msgid "By default, re-rendering of the :ref:`Viewport ` happens when the :ref:`Viewport `'s :ref:`ViewportTexture ` has been drawn in a frame. If visible, it will be rendered, otherwise it will not. This behavior can be changed to manual rendering (once), or always render, no matter if visible or not. This flexibility allows users to render an image once and then use the texture without incurring the cost of rendering every frame." +msgid "By default, re-rendering of the :ref:`Viewport ` happens when the :ref:`Viewport `'s :ref:`ViewportTexture ` has been drawn in a frame. If visible, it will be rendered; otherwise, it will not. This behavior can be changed to manual rendering (once), or always render, no matter if visible or not. This flexibility allows users to render an image once and then use the texture without incurring the cost of rendering every frame." msgstr "" #: ../../docs/tutorials/viewports/viewports.rst:243 diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 4be71ece3f..dc7228718b 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index 91cf603d9b..cf76df9ff4 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot index 9565b38ceb..6d07f1edbe 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2019-01-08 11:44+0100\n" +"POT-Creation-Date: 2019-01-09 10:56+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/templates_list.txt b/templates_list.txt index 1988e25231..a1ffc56414 100644 --- a/templates_list.txt +++ b/templates_list.txt @@ -78,6 +78,7 @@ tutorials/2d/using_tilemaps.pot tutorials/2d/particle_systems_2d.pot tutorials/2d/2d_movement.pot tutorials/2d/2d_lights_and_shadows.pot +tutorials/2d/2d_skeletons.pot tutorials/2d/custom_drawing_in_2d.pot tutorials/3d/index.pot tutorials/3d/introduction_to_3d.pot @@ -93,8 +94,6 @@ tutorials/3d/high_dynamic_range.pot tutorials/3d/using_gridmaps.pot tutorials/3d/using_multi_mesh_instance.pot tutorials/3d/csg_tools.pot -tutorials/3d/working_with_3d_skeletons.pot -tutorials/3d/inverse_kinematics.pot tutorials/3d/fps_tutorial/index.pot tutorials/3d/fps_tutorial/part_one.pot tutorials/3d/fps_tutorial/part_two.pot @@ -112,6 +111,7 @@ tutorials/physics/using_kinematic_body_2d.pot tutorials/physics/ray-casting.pot tutorials/physics/ragdoll_system.pot tutorials/physics/kinematic_character_2d.pot +tutorials/physics/soft_body.pot tutorials/math/index.pot tutorials/math/vector_math.pot tutorials/math/vectors_advanced.pot @@ -200,6 +200,7 @@ development/compiling/compiling_for_uwp.pot development/compiling/compiling_for_web.pot development/compiling/compiling_with_mono.pot development/compiling/optimizing_for_size.pot +development/compiling/compiling_with_script_encryption_key.pot development/cpp/index.pot development/cpp/introduction_to_godot_development.pot development/cpp/configuring_an_ide.pot